Mackman, on 30 July 2013 - 12:47 PM, said:
Wanting to avoid additional randomness in an environment where some element of randomness is not absurd: It's normal. My standard in "actual application" is "Alleviate inherent randomness wherever possible: Avoid inserting additional randomness. Which, if past experience is anything to go by, is the standard the devs have as well.
I really need to know what you mean by "random."
I suspect we are talking right past each other on this point.
Do you mean something like, perhaps "not predictable in any way" ... or "nonsense" ... or what?
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In your system, everything factors into a big calculator.
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Movement, speed, heat, cover, all go into a "to hit" modifier. With both targets still, at 0 heat, let's say a 95%-100% hit chance. With 50% heat, both mechs moving at 70 kph, one mech partially obscured behind a ridge: let's say 50%. The numbers aren't important: What's important is that you're introducing a significant element of chance into the game.
All gaming systems reduce to math calculations.
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First ... you left out range, a very important factor. Beyond that, it's quite easy to take from the OP and thus actually build up something from what I've actually put forth; that would have a lot more weight.
The numbers are
never unimportant. They describe what's actually happened or what will happen.
Both targets still ... that's +0 for the shooter and -1 to hit the other guy. 50% heat ... this is ambiguous... do you mean 50% of total heat capacity per ten seconds left over after ten seconds of dumping heat? ... The effect is unknown, because we don't know the heat capacity numeric - It could be next to nothing, or really bad. Point being, you'd have to be running very hot to miss while standing still and shooting at a stationary target.
On the secondary example, 70 kph doesn't give the same modifier in every mech. So I'll presume the shooting 'Mech is running, just to make it harder on myself.
Target moving at 70kph = +3, Self running +2, add partial cover for +1, so a total of +6, for a 72.22% hit rate, but because of partial cover, more of your shots cluster against a smaller cross-section of the targeted mech, meaning more damage concentration.
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Whether you hit the mech you're aiming at, and what component you hit, is now out of your control to a significant degree. Sure, there are things you can do to alleviate that (to a degree), but that doesn't change the element of inherent chance and randomness.
Whether the targeted 'Mech gets hit or not would not be any less in our control than it is now or has been in previous MW games - the factors that affect the 'mech's ability to bring it's weapons onto target can virtually all be controlled - or in numbers terms, you can drive the total to-hit down to +2 or +3 on 2d6. In fact, it's possible to achieve
numerically negative modifiers.
What component you hit - yes, it's not as easy to blast off a specific component. It is still possible (as it is in the lore) - the difference being that this component-level chiseling off changes from being the one tactic that finds them all, the one tactic that brings them all into the one-dimensionality and binds them in the land of legging and ct-coring... to one in a group of viable tactics.
"Inherent chance" - Unlike the inherent chance that you may not get the mouse around quickly enough, or that your target may move unpredictably the exact moment you click the mouse or pull the trigger, or that your mental processes that determine where to place the reticule may be off because, by chance, you didn't take all of the factors into account - all forms of "inherent chance" in the current combat mechanic?
Still wondering what/which meaning you're attaching to "random" - and the word is coming up repeatedly.
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Does it not? Your system, which remains incredibly close to the source material, is by no means a shooter. It's much more a simulation, not a shooter. A shooter is universally understood to be something much, much different than what you interpret the source material to be.
Should I or anyone else really think that you (or any human) actually know a universal about how people define any given word? If we shouldn't presume that all swans are white just because all the ones we've seen were... than ...
All that I would dare say is inherent in the word "shooter," when referring to any video game, is that things get shot at by something in the game.
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Sure, they aim: But not in a way that's enjoyable for a video game advertised as a shooter.
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And I'm not against those other weapons because people are free to use them or avoid them: The spread of SRM's and LRM's is consistent, as is the spread of an LBX. The ballistic weapons all have an entirely consistent arc and speed. The degree to which SRMs hit is entirely dependent on your aim and the distance between you and the target.
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You are entirely correct about what I'm "upset" about. And in the way you phrase it, you yourself admit that in your system, the MechWarrior is not in direct control of his weapons. And if not him, who? The Mech. By what mechanism? Randomly generated numbers derived from "to hit" modifiers.
Than, by all means, say that you think it wouldn't be fun... but please don't say that the OP removes aiming from the player without at least defining what you mean by "aim." Than at least everyone has a chance of understanding what you mean!
"Game advertised as a shooter" - I'd be interested to know how PGI defined/defines "shooter."
PS: "Got link" for the advertisement of MWO as a shooter? I'm drawing a blank on that one.
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... as also people would be free to avoid the MW genre if they didn't want a first-person bipedal armored combat sim. It's not like there aren't alternatives atm. However, there *are no* mech games that have robust simulation of a 'mech's ability to bring it's weapons to bear on a target; and there's never been one for the BT setting.
Never.
SRM/LRM/LBX spread being consistent - yes, and the 'Mech's ability to bring it's weapons to bear is consistent and predictable under any given condition; and the player chooses under which conditions to shoot.
It's not too hard to learn how to make it easier for your 'mech to hit things... Wanna hit more? Slow down a bit, cool off, operate at medium range for your weapon ... wanna hit stuff at obscene range? Brace the arm with your weapon up, wait 30 seconds or more, and wait till the target is standing still or barely moving. Wanna miss? ... Do the opposite... and all based upon the player's skill in making the right choice as to when their 'mech can make the shot.
Something currently not present in MWO.
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Of course the Pilot isn't directly in control of the weapons.
He's directly in control of the 'mech. The 'mech is what is directly in control, physically, of the weapons, and the 'mech calculates lead/convergence for the weapons in real-time. It's impossible for the pilot to have direct weapons control in the MW genre - such is not even possible with a direct neural interface. This is inherent in an armored combat sim based out of a setting with anything less than God-like pilots in pretty much magical control of their mechs.
"By what? To hit-modifiers" ... and what are those hit-percentage modifiers there for? They're there to simulate environmental conditions, like range effects, your target flitting from cover to cover, aiming at a smaller cross-section, weather effects... etc... and internal conditions, like what sort of damage your 'mech's various components have taken, it's internal waste heat level, it's movement at the time the shot is being made, if you're asking it to try and shoot at two targets at once... etc. Which of these do you object to?
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Because PGI has a lot of people who enjoy the current combat mechanics, or enjoy them "potentially" (granted proper balance). "The lore", in this case, makes for a game that is significantly less fun to a significant chunk of PGI's player-base.
Just because possibly around some 7,000 people are playing the current implementation does not mean that they won't play a different implementation.
Especially when that new implementation has more depth of play and more deeply rewards human choices and skill.
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I love the feel of the mechs. I love the weight and heft of each mech and each weapon. I love how it feels to make a difficult shot and see the rounds impact the target. I love piloting PGI's interpretation of a Mech, where the MW is in much more control than in the lore.
I'm happy you like it. I'm unhappy that anybody who wants a MW video game that actually does what the MW name means is out in the cold and has been every single time an "MW" video game has been made. You have a choice. We don't.
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In your combat system, there isn't enough for the pilot to do. There is only so much the pilot can do to impact the outcome of the match. That's my objection.
"There isn't enough" - ... there's
more for the pilot to do. You trade away one skill - calculating lead times for the weapons - for multiple skills that determine if your 'mech can actually get the weapons onto target... and because it is human skills in assessing conditions and human physical skills that determine which hit-table you use, the complaining that the pilot can't meaningfully impact the hit-percentages is false. In fact, you could in a certain sense say that you're still calculating lead times - for your 'mech.
Think about it ... your choices and your getting the reticule in the right place can assure a 100% hit rate. To top this off, your choices of weapons in the mechlab will be more meaningful, as pulse laser weapons have a negative 1 or 2 (-1, -2) to-hit modifier; LBX become more effective at consistenly finding or making holes and damaging internals; etc. They can also make the differnt 'mech's more unique by giving them positive and negative quirks; something present in the fictional setting but not really in the video games.
Edited by Pht, 31 July 2013 - 09:18 AM.