

Continuous vs Breakpoint Engine Upgrades
#1
Posted 21 June 2012 - 04:42 PM
This isn't a request that is easily phrased in a single sentence that is both coherent and complete,. I will try to explain.
Lets look at the Awesome AWS-8Q
Under the TT rules, this 80 ton mech has 11.5 tons used in the engine and a walking speed of 3.
If we want it to go faster, we need to upgrade to a 22.5 ton engine for a walking speed of 4
A walking speed of 5 would require a 52.5 ton engine. Look at the Charger CGR-1A1 to see how good of an idea that is.
XL engine technology gives us a few more options, but only at the price of increased vulnerability. A standard fusion engine mech can lose a side torso and keep fighting, or at least run away. An Inner Sphere XL engine is destroyed if it loses a side torso. There is also the price of increased, well, price. An XL engine usually doubles the price of of a mech.
The XL engines are 1/2 the mass of their equally rated standard fusion counterparts, so we are looking at 6.0, 11.5, and 26.5 tones respectively.
This situation channels mech modification down predictable paths. Certain sized engines can fit set amounts of space-free heat sinks. Large-increment break-point tonnage engines leave the player with specific amounts of free tonnage left over for weapons load outs, leading to predictable choices.
I understand why this is the case in TT BT. The game is played on a hex grid. You can move 3 hexs or 4 hexs or 5 hexes. You cannot move 3.2 hexes. This restriction does not apply to MWO.
Initially, I was going to request a continuous spectrum of engine size placement and effect. For example, upgrade from a 240 to a 250 for a small tonnage increase and a small speed increase. I can see where this might be a problem to implement. I can hope though.
An easily implemented idea comes to mind.
**** Introduce the Light Fusion Engine earlier than 3062. It bridges the gap nicely between standard and XL fusion. Not perfect, but better.
#2
Posted 21 June 2012 - 04:51 PM
Regardless, "continuous" engine upgrades were horribly implemented in MW4 so much so that it's tarnished the image of the idea for me at the very least (more may share this opinion, unknown), so I hope to every god out there that they keep to the TT rules regarding engine upgrades. After all any upgrade to the engine less than 10kph is almost completely unnoticeable and thus a complete waste of time and effort.
Edited by KageRyuu, 21 June 2012 - 04:55 PM.
#3
Posted 21 June 2012 - 05:15 PM
#4
Posted 21 June 2012 - 05:23 PM
#5
Posted 21 June 2012 - 05:30 PM
Edited by ManDaisy, 21 June 2012 - 05:31 PM.
#6
Posted 21 June 2012 - 06:05 PM
"What difficulties have you had transferring the mechanics from the tabletop game to a PC game, and what mechanics have you had to change or modify? Since this is a reboot, will history change in-game or do you mean reboot in the same way as a movie franchise is rebooted?
[MATT N] Hey you said REBOOT! You win a prize! Someone knows how to get their questions answered! Good job!
[PAUL] Challenging question and I’ll try my best to answer. There’s been a common misconception amongst the community that I’d like to clear up. While MechWarrior® Online™ does refer to BattleTech® for historical and canon reference, it does not mean that it’s a direct port of the table top rules to a videogame. The table top rules are laid out to make sense for a turn based strategy game. Some of those rules just don’t apply when dealing with a real time game environment. Core rules such as munitions accuracy, heat management and movement speed will have to be tuned for real time gameplay and will differ in varying degrees from the table top rules. How far they differ will come out of gameplay testing and tuning and at this point I cannot comment further on how that progress is going. It is an exciting time in the studio right now and I don’t want to release information too soon and have it change on you, the community, later. I am quite vulnerable to pitchforks and torches."
#7
Posted 21 June 2012 - 06:15 PM
Now, as for tweaking the engine, I'm not sure that would work in MWO either, though it certainly wouldn't be impossible. It would take a lot of thought and effort to balance it properly; the offset that comes to mind (in addition to cost) could be something like critical slots or an increased critical hit chance. But a totally new engine system? I don't see it happening.
#8
Posted 21 June 2012 - 06:35 PM
BlackAbbot, on 21 June 2012 - 05:23 PM, said:
People dont live forever. If you are gonna wait 23 or something years to get your favorite tech introduced, than Im glad you have found some place to die alone.. The internet. Im sick of people making arguments like this. We dont live in the BattleTech universe, we live in real life. Its a GAME. They can introduce whatever they want, when they want.
edit: just realized this sounds pretty mean and terrible. Sorry bout that, but I just find that really annoying when people say it.
Buuuuuut back on topic.. there should be smaller incremental changes you can make to the engine. Not as extreme as TT, or as fine as MW4, but somewhere in the middle.
Edited by Team Leader, 21 June 2012 - 06:43 PM.
#9
Posted 21 June 2012 - 07:01 PM
#10
Posted 21 June 2012 - 07:05 PM
As it stands now. there are 4 standard fusion engines you can put in an Atlas - the 100, 200, 300, and 400. Two of these make you slower than dirt and one makes you as fast as a normal heavy but unable to carry an assault weapons load. That leaves you with one choice, and that is not much of a choice

In the TT rules, there was a good reason for this to be the case - the hex grid. The MWO incarnation is a 'real-time' game engine. This limitation need not apply.
I do not see much merit in the argument that 'these are not omni-mechs'. No they are not. They are MWO mechs that use a hardpoint system. I could list many ways MWO has deviated from TT BT cannon. This is not that thread. I think it's a good thing that PGI is basing the MWO on the established mechanics of TT BB. I also think its a good thing that they are not afraid to deviate from said mechanics if they have good reason and can implement a workable system.
**** I will be happy with the game either way, but I think you will see more varied customization and less cookie cutter mods with more engine options. Thank you
Edited by zencynic, 21 June 2012 - 07:06 PM.
#11
Posted 22 June 2012 - 06:50 AM
I'd also like to see MASC, TSM, and possibly superchargers (if timeline appropriate) added (with all of their known downsides, as well) as additional mobility enhancement options.
However, I'd also prefer to see tech introduced only when timeline appropriate, so I think that (barring time-skips) Double-XL Fusion Engines (introduced in 3055(?)), Light Fusion Engines (introduced in 3062), and Compact Fusion Engines (introduced in 3068) should not be seen for some time yet (if ever).
Your thoughts?
#12
Posted 22 June 2012 - 02:55 PM
Strum Wealh, on 22 June 2012 - 06:50 AM, said:
Introducing the Light fusion engine early is not my 1st choice. I only mentioned it as a fairly easy to implement suggestion if the above was not feasible. My preference would be a system as Strum Wealh stated, with a corresponding increase/decrease in mass as the engine rating is raised or lowered.
#13
Posted 28 June 2012 - 11:06 AM
zencynic, on 22 June 2012 - 02:55 PM, said:
So, I was thinking some more about this subject, and something else came to mind:
For a more continuous use of engine ratings, the conversion from the TT rules would be:
MP = (Engine Rating)/('Mech Tonnage)
1.0 MP = able to move 1 hex in one turn turn = able to move 30 meters in 10 seconds = 3 meters per second = 10.8 kph
Thus, walking speed (WS) and running speed (RS) could be determined as
- WS = 10.8*((Engine Rating)/('Mech Tonnage))
- RS = 1.5*WS = 16.2*((Engine Rating)/('Mech Tonnage))
MASC, Superchargers, and TSM (if implemented) could then apply have their TT-listed effects (if present and active).
However, MP affects more than just walking and running speeds. More specifically:
- "Each attempt to stand costs 2 MP." (Total Warfare, pg. 50)
- "Changing a unit’s facing costs 1 MP per hexside changed, regardless of the terrain type in the hex." (Total Warfare, pg. 50)
- "A ’Mech with standard jets, for example, may have as many jets as it does Walking MP." (TechManual, pg. 51)
So, what if MWO were made so that the engine rating directly affected these factors as well?
More specifically:
- What if having a higher-rating engine meant that a fallen 'Mech could regain its feet more quickly than one with a lower-rating engine? Alternatively, what if a 'Mech with a higher engine-rating-to-'Mech-tonnage ratio could regain its feet more quickly than one with a lower ratio?
- What if having a higher-rating engine meant that a 'Mech could turn in place more quickly than one with a lower-rating engine? Alternatively, what if a 'Mech with a higher engine-rating-to-'Mech-tonnage ratio could turn in place more quickly than one with a lower ratio?
- What if the Engine rating directly determined the number of Jump Jets that could be used effectively/efficiently, where having more than that number of Jump Jets equipped would either have adversely affect jumping performance (can't jump as far or as high, JJ "charge/fuel" bar runs out more quickly) or would not be possible/allowed?

As an additional effect, that might also make XL Engines ("same rating for half the tonnage" and/or "double the rating for the same tonnage"; more generally, "higher rating for less tonnage") much more attractive even though/if they retain the rather substantial downside of "the 'Mech is destroyed if either side-torso section is lost".
Your thoughts?
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