Cavadus, on 12 December 2011 - 01:11 PM, said:
That sounds terrible. All of it.
Really? Cause it's pretty much what every incarnation of the MW games have used, with variances using more armor/less damage from weapons to increase combat time. It's simple, it's easy to implement, doesn't take a lot of extra dev time to balance and make work, and it's rather intuitive and easy to figure out.
YOUR system..yeah..that's a LOT of extra dev time to balance and make work, and it's the EXACT same thing as either upping the armor, weakening the weapons OR doing both. And those are the things that helped kill the franchise in the first place, do we REALLY need to redo what didn't work?
Simple location system using external armor and internal structure with slots and critical hits, straight from TT. It's been done before, on the most successful of the MW series to date. Pin point aiming that's not static and is based on player set zero points for specific weapon groups at a specific range directly in front of the Mech, affected directly by movement or lack of, heat or lack of, TC or lack of, as well as placement of weapons on the actual physical structure of the Mech. Also, your targeting ret is NOT stationary, it's constantly in motion if your Mech is moving, heat is above a certain point, and so on..see the TT rules for what makes aiming easier/harder, very simple and easy to code. You have to actually take actions to STOP that movement of the ret.
Players set 'zero points' for their weapons groups, based on the actual ranges of those weapons and all on a center line as determined by the physical locations of the weapons on the Mech's body. Sounds complicated..but it's actually real simple to code. Target is outside of the zero point range, short or long, weapons will fire off from the ret based on their physical locations, simple and easy to code. MW2 did this,but it was automatic, players had no ability to set zero points, and you could see it by simply firing a group at nothing, you'd SEE where the weapons converged and that was the zero point for your group. Short or long of that point, weapons would hit 'wide' of the ret. This was done with MW2, so the coding isn't all that resource intensive, it's just simple math that's been used for a long time by real world militaries before they even HAD computers to do the math for them.
Without a TC, standing perfectly still for a few seconds(to allow all vibrations from moving that 20-100 ton machine around to stop), no heat to mess up your basic targeting systems, you can put all your weapons in a group into the same spot on a target if it's exactly(within 1m) of your zero point standing directly on the centerline of that group. With a TC, your variance of 1m changes to 10-30m depending upon the range of your zero point(longer ranges give more deviation per fraction of degree of aim), so short range weapons, like small lasers or AC20s, will never have more then 10m of zero point divergence, while PPCs or gauss will give up to 30m. Or..instead of allowing a longer variance in that zero range point, allow for less time required for the ret to stop moving around or making it move less when you have a TC, allowing for greater accuracy while moving or hot or whatever. Either system works for me, as the TC is just a device to improve your ability to put shots on target, it's not a tool that makes headshots possible with every trigger pull.
And they should allow for the stitching of rounds from certain weapon types across a target, like an AC firing at a moving target, first round of the shot will hit on the left arm, target is moving across to the left, so the next round hits the LT, then the CT, maybe all the way to the RT, due to how AC's work..a single 'shot' is actually a burst of rounds, same with MGs and Pulse Lasers. PPCs, Gauss and normal Lasers, no stitching, these are instant hit weapons with a relative 0 time on target, unlike the ACs/MGs and Pulse Lasers(yes, I know that's not really how a pulse laser works, but they DO have an extended time on target, so allowing them to stitch is aesthetically pleasing).
With this system, as used in MW2 but refined, there's no reason to dumb down damages or power up armor amounts. Mech combat is SUPPOSED to be quick and brutal and ugly, oddly enough, much like ANY real world combat where people are trying to actively kill each other. In the TT game, it might TAKE hours to play out a 1v1 Mech combat, but the actual TIME those 2 Mechs spent slugging it out is usually less then 1 minute. MW2 and 3 worked that way, might take a while to get TO the combat zone, but once there, once the firing started, someone would be dead inside a minute usually, and that's in just a 1v1, nevermind how fast you could take down a target with concentrated fire if you had 2v2 or better going on. This IS Mech Warrior we're talking about after all, based on the BattleTech system, which did NOT make Mechs these huge walking robots with weak weapons and enough armor to make combat last for 10 minutes. It's fast, it's ugly, it's brutal, and little Mechs don't try to solo big Mechs without some serious tricks up their sleeves or they end up as salvage..if they are lucky.
It's an easy to program system, easy to balance, and it's pretty simple for the players to learn and become good with. It gives players a reason to have twitch skills, but it does NOT remove the players who don't have those twitch skills from the game or even make it impossible for them to be top dog, same as it doesn't automatically make the best twitcher top dog. Skills, knowledge, and wisdom..the marks of a good MechWarrior according to canon..should these NOT be the things we should expect the players to have if they want to be good MechWarriors?