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Scale Of Battlemechs


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#1 Mazzyplz

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Posted 31 May 2015 - 01:27 AM

browsing this forum, another user posted a website with these images:

https://thorsmechwor...2014/12/sp1.jpg

https://thorsmechwor...2014/12/aw2.jpg

pretty kickarse printing there, looks like they are articulated too!

but what really caught my eye was the little human figures on the side, placed for scale.


it really got me thinking, i knew an atlas was supposed to be as tall as a tall building,
but i hadn't really thought about how big a spider was, in the game it looks TINY and it is so hard to shoot them down, but what is the reality of it's size if it were real?

so i took a little scale picture of a tyrannosaurus. and added a spider.
lol, if a spider mech were real, it could grab a tyrannosaurus and do a supplex/piledriver, that's how massive the mechs are supposed to be! and this is a low estimate for the height of the spider, about 6-7 meters... just big enough for those people in the picture to fit in the cockpit.

Posted Image

why do mechs not feel like this at all in game? what could we do to make the game feel more like what it's supposed to?

and also, just how HUMONGOUS is that dead arthropod thing in viridian bog supposed to be?
and the canopy of leaves in the ponds of that map? how is it that they dwarf a battlemech?
is it a bizarro planet? the twilight zone? have we found pym particles of ant man and have we been shrunk to ant size?

lets think about this, how could we make the scale of stuff more believable?

for one, i would suggest, to make the ground around your feet more blurry, like you're really that tall.
adding more human sized stuff, not just big trucks and HUGE trees...
make the details on the rock textures smaller, more grainy... the way they are right now feels like the walls in canyon network are human sized... when all the details on the rocky surfaces should really be smaller and repeat more...

i'd love to hear any ideas you have on this so we can make a suggestion thread about it

#2 Nightshade24

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Posted 31 May 2015 - 01:46 AM

How to make mechs feel bigger: add a lot more 1-2 story sized buildings.

most buldings are medium sized, as high as a mech but not high enough to make it feel like a big city.
Adding small buildings would help.

Also the way how previous MW games captured this feel is to remove a lot more cover from the maps to the point that if you got the range you can shoot at anyone as far as 2000 meters normally in a 360 degree radius around you.

Also adding small vehicles works.

Another way old games capture this size feel is the ability to easily destroy cars, trees, street lights, etc which is actually gonna happen soon to the game.

Also having less terrain looking convenient for mechs to fit in, river city with those huge ramps and stuff for eg, As said by the trailer for river city: The city of jarrow (the name of River city) has never saw combat around until the first shells dropped and that's where this comes in. The only changes to the city that isn't rubble everywhere is the fact they modifide the buffalo cargoship for evacuation purposes. So basicly the map is not altered lore wise for the addition of mech access. just car and people access.


Also... Posted Image
This is an official scale, the Mist lynx is 10.6 meters tall. The kitfox is at 8.7 meters.

This gives you an idea for scale.

You're a tad off.

That and dinosaurs may not be the best example. most people often do not know how big a dinosaur is and often mistaken it's size.

For instance: a philosoraptor is the size of a common house dog. Most raptors are the size of a sports ball to a medium size dog.

most other species of dinosaurs are no bigger then a car, etc...

But for those smarties out there like me: it's good enough I guess.


Anyway, the thing is small features are often unnoticed! we have statues, small hedges, tiny trees, doorways, windows, small laders on mechs, etc... but no one notices them becuase of combat taking there forcus.

that being said the best way to make size feel part of the equation is to add ai units (would work well in CW) like tanks, more turrets, helicopters, aerospace fighters, etc.

#3 Mazzyplz

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Posted 31 May 2015 - 10:43 AM

what? people don't know the size of dinosaurs?
this is one of the most recognizable scenes in movie history from one of the most iconic movies

http://img4.wikia.no...assic-park1.jpg

i am pretty sure most people have an idea...


they have 400% more an idea of the size of t rex than of ANY battlemech. obviously, because battlemechs are not part of pop culture. so that's why i put the dino there and why it does help -



you do have a point with the little details going unnoticed, but why are the trees so big in the game?
there are very few cars as well. - the scale of things in viridian bog is a kick in the ***** - way to make us feel like a midget pgi!!!

i think for example if they could make the rocks smaller and the textures more grainy in canyon network, it would not feel like a human sized cliff...
you don't even need to put little cars in there, it could be barren as it is; just make the textures tile smaller... or do SOMETHING!!

Edited by Mazzyplz, 31 May 2015 - 10:55 AM.


#4 Kaiyne DeWolvinsbaine

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Posted 31 May 2015 - 09:25 PM

View PostMazzyplz, on 31 May 2015 - 01:27 AM, said:

why do mechs not feel like this at all in game? what could we do to make the game feel more like what it's supposed to?

and also, just how HUMONGOUS is that dead arthropod thing in viridian bog supposed to be?
and the canopy of leaves in the ponds of that map? how is it that they dwarf a battlemech?
is it a bizarro planet? the twilight zone? have we found pym particles of ant man and have we been shrunk to ant size?

lets think about this, how could we make the scale of stuff more believable?

for one, i would suggest, to make the ground around your feet more blurry, like you're really that tall.
adding more human sized stuff, not just big trucks and HUGE trees...
make the details on the rock textures smaller, more grainy... the way they are right now feels like the walls in canyon network are human sized... when all the details on the rocky surfaces should really be smaller and repeat more...

i'd love to hear any ideas you have on this so we can make a suggestion thread about it




I think Vitric Forge many of the buildings have windows and "walkways" that are extended from the side of the buildings a bit. While sitting in the cockpit of a heavy or assault it looks rather to scale already.

Plus what Marack Drock posted above plus an Earth sized version of those trees exist, California Redwoods. Granted they don't have the square footage of canopy area but size of trunk and height are pretty close.

Edit: Addition: Have you noticed how tall some of the "average" Pine trees get? 40-80 feet isn't difficult to get to.

Edited by Kaiyne, 31 May 2015 - 09:27 PM.


#5 Tarogato

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Posted 31 May 2015 - 10:05 PM

The map design is lacking. It seems like the maps have been designed from the point of view of a battlemech, when really they should be designed from the point of view of a human sized character. They should be designed with the human sized character in mind, and made to be interesting from even that point of view and adjusted for mech gameplay later.

I watched some gameplay footage from Armoured Warfare recently and was blown away at the immersion provided by just the map design alone. Have a look:



Skip ahead to around the 11:00 or even the 18:00 mark to catch gameplay of a second map with more structures. The scale is perfect and the attention to detail is incredible. I'd just love to plop down some Battlemechs on those maps and duke it out. Put maps like those in MWO! Why can't we have it? Even World of Tanks has far better maps than MWO with incredible detail and scale references.

The MWO maps however... are just disappointing. They're battle area landscapes, and not realistic at all. And the structures are utterly lacking in detail. Meh.

#6 Mazzyplz

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Posted 01 June 2015 - 12:42 AM

View PostMarack Drock, on 31 May 2015 - 05:11 PM, said:

Don't know about you but something always occurred to me in lore... you know how all those plantes went for thousands or millions of years without being harmed by humans... if that happened here how tall would the oldest trees be now? Easily 5 times bigger.

I think you are making a big deal out of nothing and not even thinking about it. A 13 meter tall mech is about 40ish feet tall. The average car- 5 feet tall. The average van 6 feet. These mechs are pretty much to scale. A mech is about as large as a 3 story building. So... yeah you are freaking out over nothing. Also after millions of supposed years without Human interruption the rocks would only wither away from weather meaning there would be tons more rocks that are huge and such. Also wth a 40 ton mech those Canyons in Canyon network are about 70-80 feet tall. Hardly small or Human size. And also remember now with places like Canyon network its supposed to have road beds and stuff because they are active bases. Why wouldn't the canyons have been cut down smaller for easier use? Viridian Bog? Why wouldn't there be huge trees? Alien planet dude with millions of supposed years without Human contact. Of course they'd be huge.

Its not rocket science to solve these questions. Just take time to think about it. Mechs are huge like 40 feet for a 13 meter tall one. The average car is probably the size of its foot. Also there'd be cars anywhere Humans were. PGI has done nothing wrong.


so you're saying trees grow forever?? what?
HAHAHAHA dude, you're trying to act so smart but have you stopped and thought about what you're saying?

forests existed without humans for millions of years in OUR planet. and they definitely stop growing.

http://earthsky.org/...ee-stop-growing

some of them multiply via stumps and become forests, others grow like a redwood and they do reach a height limit.






it is not just me making a deal out of the proportions in the game either - there have been numerous threads about it.

http://www.reddit.co...y/scale_in_mwo/

http://raksarmory.bl...els-off-in.html

http://www.reddit.co...6u9i/mwo_scale/

i have had nothing to do with these, and there were several more in this forum as well that i can't find right now.

"pgi has done nothing wrong"

rofl... they have done plenty wrong in the past, and they mucked up the sense of scale in the game completely

there has even been people importing the mechs into crysis so they can show what objects are really supposed to look like next to a mech
Posted Image

http://imgur.com/a/bvxiD#0

that last link is the whole gallery - again, none of this is just me; so don't tell me i am hyperventilating or belittle me for just repeating a common complaint about this game - that's disingenuous.

#7 SnagaDance

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Posted 01 June 2015 - 01:43 AM

Right, mechs are only 3 to 4 stories tall. A truck would come about halfway. Instead we have crazy MWO scale where the mechs tower over almost everything, which actually causes us to NOT feel tall at all. That's because things like trees had to be supersized to make them look even a little bit realistic while things like cars are left super tiny. It also means that apparently only big buildings seem to exist etc.

It has created ridiculous situations where every car or train tunnel we go through where the actual tunnel is many times larger than for which it is intended. How often do you see that in real life? You don't, because making tunnels is expensive so nobody makes a train tunnel to be mech sized. At least not crazy oversize mech sized. Because in an actual train tunnel the smaller mechs could still walk around, probably most mediums as well.

We could walk between towering buildings. Sneak between houses. Walk into and out of hangars. While stepping around or on cars that you would actually notice visually. Only if PGI had scaled the game correctly to begin with. Ironically that's also something that would have helped versus that crazy speed cap issue that we have with the the game engine. Being correctly sized versus the environment (and with that I mean shrinking the mechs, not upsizing the environment) the mechs would have moved relatively slower (for purpose of the game engine) and we would have had no problem with implementing crazy fast Firemoth mechs employing MASC.

#8 CyclonerM

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Posted 01 June 2015 - 07:17 AM

View PostMarack Drock, on 01 June 2015 - 06:39 AM, said:

Double post-

We also are assuming that all these bases are formed without the base knowledge that mechs would be there. If a mech was going to be on a planet don't you think the people would scale it up? Seriously? They would especially in this future where mechs defend the planets of all the worlds. Yeah those tunnels and **** would all be scaled up you know for the mechs that would be everywhere defending the planet.

Use your brains people. This is not rocket science. Considering the fact that we have trees all over (whole forests) that reach heights way over 200 feet there and that this is a future where war is dominated by mechs, then of ******* course these bases would scale everything up. Use this thing called logic please. Its a very useful tool.

On the other hand, Marack, you may have streets large enough to let the garrison regiment's mechs walk in parades, but you do not need to make everything in your city to be 'Mech-sized. We are not talking about military bases; train tunnels are supposed to be just that.. I guess no one would spend much more money because some Battlemechs "might" pass through it "might" the planet be attacked.

#9 Koniving

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Posted 01 June 2015 - 07:28 AM

View PostMazzyplz, on 31 May 2015 - 01:27 AM, said:

i'd love to hear any ideas you have on this so we can make a suggestion thread about it


Some ideas for scale in BT.
Posted Image
Thunderbolt.

Posted Image
Griffin swarmed.

Posted Image
Timber Wolf (you can see the pilot's head inside).

Posted Image
Battlemaster.

Posted Image
Dragon.

Posted Image
Wolverine.

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Hatchetman and Griffin.

Posted Image
The large wheel on this tank is 9 meters tall.

Posted Image
This tank is 10.2 meters long and 3.63 meters tall.

Posted Image
This Shadowhawk as illustrated by WH Keith -- note the first Battletech author's name is William H. Keith and the first novel is William H. Keith's Decision at Thunder Rift. All original art for the Shadowhawk is based on the Dougram, from the anime Dougram, including scale. 9.63 meters; fitting for a 55 ton Battlemech that is more weapons and speed than armor.

Posted Image
On the left is a 55 ton tank from one of the Crysis games. On the right is the Shadowhawk from MWO. In the center is a Shadowhawk rescaled to the original canonical scale of the Shadowhawk from Battletech at 9.63 meters complete with scaled figures added to mimic the art (Thanks to Haruko for doing this for me).


.

#10 SnagaDance

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Posted 01 June 2015 - 07:33 AM

View PostMarack Drock, on 01 June 2015 - 06:39 AM, said:

Double post-

We also are assuming that all these bases are formed without the base knowledge that mechs would be there. If a mech was going to be on a planet don't you think the people would scale it up? Seriously? They would especially in this future where mechs defend the planets of all the worlds. Yeah those tunnels and **** would all be scaled up you know for the mechs that would be everywhere defending the planet.

Use your brains people. This is not rocket science. Considering the fact that we have trees all over (whole forests) that reach heights way over 200 feet there and that this is a future where war is dominated by mechs, then of ******* course these bases would scale everything up. Use this thing called logic please. Its a very useful tool.


No they wouldn't. Just like not all bridges in todays world are capable of supporting the weight of tanks. What is the use of enabling mechs to walk through your train tunnels anyway? So they can wreck the tracks?

And on Mechs defending all planets. I thought you had been reading up on BattleTech lore these past few years (or so I read from you in other threads). In that case you would know most planets do not warrant mech defenses. Most are guarded by conventional forces. There simply being too few mechs to use everywhere, and too many planets that do not need a mech defense. Either because they are economically/strategically insignificant or far within friendly territory. Take a look at some of the sourcebooks, they'll tell you exactly where each and every mech unit is in at that moment of time. Add in some mercs etc. and you'll notice that there is nowhere near enough to defend the hundreds of planets the major IS states are made up of.

#11 Tarl Cabot

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Posted 01 June 2015 - 08:06 AM

I believe for many the scaling may seem off due to the lack of properly scaled infrastructures, as well as the lack of infrastructures themselves, from a dirt road to landing sites to the "drilling sites" on some maps. I won't get into the extreme scaling between lights and heavier mechs.

And for the maps that have seen previous battles, we see pieces of mechs, some crafts but no tanks (unless I have completely missed them).

Lets not get into some of the "landing pads". With the amount of thrust needed to be produced to lift a dropship, having one situated right next to buildings just does not work. This comes in line with the lack of size of maps and how some feel scrunched together.

As for the trees, for myself is that we do see so many trees that are taller than mechs but none that smaller in scale, even on alien worlds. And the other way, trees or tree like structures so huge that a life size mech could be carved out of a trunk. We get some of those things but I believe due to the lack and size of the maps, we start dwelling and looking at the surrounding environment even more, particularly each map it is not a designated world environment and that environment does not have a series of maps with a common theme.

Then there is the CW factor. The directive of setting up a secured and defensible position vs the engineering size of things. Though one question I have on one or two of the maps, is how the frack did they get the pieces of barrel to its location?

This does make for an interesting conversation though :) Yes, it is sci-fi, but with how the technologies are setup in this environment, there are some severe restrictions on the location, planning and construction of bases.

#12 RedDragon

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Posted 01 June 2015 - 09:50 AM

View PostMarack Drock, on 01 June 2015 - 09:31 AM, said:

No one gets the poin.

The damn point I that this is a game about mechs! WHAT THE **** GOOD IS A MECH WHEN IT CANT BE ******* USED?

Be realistic. Either you want mech viable places, or go to World of Tanks and GTFO a mech game.

The assumption is that these are heavily mech combated worlds. Read their descriptions for like River city.They are mech combat zones so use your brains. Of course they will be designed for mechs to be garrisoned there.

Next I know well not all worlds have mechs. Most don't as there are only about 500,000 mechs in existence in total by the time of the Clan Invasion. But the point is that this is MechWarrior. Not Mech, Tank, Infantry, Aerospace, Civilian tech, baby ***** planet warrior. PGI is not dumb. They make their places because those places are made for MECH COMBAT. That is the whole point. Their descriptions say so.

The layouts make sense just use your brains.

Also Snaga the average bridge can support a fully loaded Semi Truck (80,000 pounds dude). An M-1 Abrams is about 60 thousand pounds. Yeah the average bridge can take the weight of a tank. Look again.

The assumption for any god damn MechWarrior game is that we are planets and in bases designed for ******* mech combat. Hence the name. The scale makes sense for a mech combat area, the trees make sense because it is on an alien planet we can't possibly understand with species and creatures we don't understand, and the bases make sense for any area heavily combated by mechs. Use your brain. Logically for this game on planets with Mech combat areas, we are going to see everything scaled for what? MECHS! These make sense for mech zones and mecha planets.

Caps and swear words don't make your arguments better, exactly the opposite in fact ;)
The point is this: You say "The assumption for any god damn MechWarrior game is that we are planets and in bases designed for ******* mech combat"
I say that is your opinion. My opinion is that a realistic environment would make for a far better experience in MW. That's all there is to it, really.
No one wants to have maps you can't navigate with a mech. We just want maps that give us the impression to be in a mech that is fighting in a normal environment, not in an artificial arena where everything is mech-sized.

#13 Tyrnea Smurf

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Posted 01 June 2015 - 04:21 PM

Yes it would be visually more pleasing to see everything in "proper scale" imho.

IIRC when the game was first being applied into the CryEngine 3 PGI/IGP made some funky calls as to scale and its created any number if issues in the 4 years I've followed MWO development and play. ( only fuzzily recall some threads from closed beta debating ways to "fix" and improve scale and engine performance back in the day and iirc most of the argument revolved around weird scaling within the game engine and extending to how the maps were built (a lot of the original maps have weird scaling issues that follow no rhyme or reason).

As to in universe mechs and stuff: twards the end of the Third Succession war you would have a great strain on mech numbers, from the decline of production facilities (the engineers had lost the knowledge of how those self operated factories worked and as time passed they produced less and less machines) and the devastation of over a century of constant warfare left mechs in critically short supply. The finding of the Star League Memory Core by the Grey Death Legion would allow a recovery of Star League era production capacity as well as the general peace in the IS following the 4th Succession War (there would be a few regional wars, but none were IS wide conflicts - even the war of 3039 was short and fairly limited compared to the Succession Wars) would allow the IS to rebuild their militaries.

At the end of the Third Succession war yes it would only be "important" worlds garrisoned by Mech forces. And in that time period a Battalion sized force (36 mechs) was considered a strong military presence.

By the time of the Clan Invasion just about every world would have a Mech force on it. Even if that force was a planetary militia being backed up by a company of hand me down Mechs. Planetary defense strengths in that era were measured in whole regiments (3 to 5 battalions).

As to city scales for mech movement, I have my doubts as to how Mech friendly you would build/rebuild towns and cities to be, because frankly you would rather any Mech combat take place away from valuable real estate. You build it to be Mech friendly with Mech sized access everywhere and your asking for fights to take place in those population centers as opposed to fields/hills/surrounding areas.

As an attacker if your raiding you don't want to level the place, because your hoping to raid it again in the future.

If your attacking for planetary invasion do you really want to destroy a significant part of what makes the planet valuable in the first place?

If your defending you don't want to have to burn resources rebuilding infrastructure, buildings, economic activity if you can help it. Even if you lose the planet, the history of the Succession Wars tells you your House will be back eventually.

#14 Bloodweaver

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Posted 01 June 2015 - 06:04 PM

View PostTarogato, on 31 May 2015 - 10:05 PM, said:

The map design is lacking. It seems like the maps have been designed from the point of view of a battlemech, when really they should be designed from the point of view of a human sized character. They should be designed with the human sized character in mind, and made to be interesting from even that point of view and adjusted for mech gameplay later.

And here, ladies and gentlemen, is the crux of the matter.

MWO MAPS ARE DESIGNED EXCLUSIVELY FOR 'MECH COMBAT, AND IT SHOWS

There are other issues (divergence of cockpit model size from 'Mech model size, overall 'Mech model size, divergence between different weight-class 'Mechs' sizes, 'Mech movement animations, lack of immersive sound effects, etc.) but this is definitely the most impactive.

Edited by Bloodweaver, 01 June 2015 - 06:09 PM.


#15 Tarogato

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Posted 01 June 2015 - 06:55 PM

View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

The point is that they [MWO maps] are meant for mech combat and until this mechwarrior game becomes: Mech/Tank/Infantry/AerospaceWarrior we don't need to have maps just for the sake of visually appeasing people.


Then what if I told you that the map design in this game makes me want to quit because it's so boring and and I'd rather go to Armoured Warfare when it's fully released? Because their maps are more immersive. Same with War Thunder and same with WoT. MWO maps make the game feel like toy robots shooting at each other with laser beams instead of hulking metal masses of destruction plodding through immersive battlefields. Plop MWO mech assets into any Crysis map and BOOM you get immediate wow factor, and it looks ten times more exciting.

Edited by Tarogato, 01 June 2015 - 06:57 PM.


#16 Bloodweaver

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Posted 01 June 2015 - 07:15 PM

View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

And when tanks, aerospace, infantry etc come into the picture then we can talk about something different. The point is that they are meant for mech combat and until this mechwarrior game becomes: Mech/Tank/Infantry/AerospaceWarrior we don't need to have maps just for the sake of visually appeasing people.

No, we can talk about something different now. 'Mechs are not the primary resource in the BT universe, or in the real world for that matter. In both worlds, the primary object around which cities, roads, buildings, and all other significant volume of infrastructure is built, is people. Not 'Mechs. There's no reason to build a city to accommodate 'Mech combat because a city is not meant to be a host to such a thing in the first place - just as modern cities are not designed around tanks and jet fighters. In fact, it's the other way around - military weaponry is designed to fit within the environment, not vice-versa.

You seem to be saying that because 'Mechs exist (in BT) then everything would be built to fit their presence. Which would only be true if every person and their mother had a 'Mech that they used when going down to the local equivalent of the Piggly Wiggly to do their shopping, hand actuators carrying 20 tons of groceries home. Don't be ridiculous, please.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

I personally don't care about visually appealing. I care about logic reasoning behind stuff.

Oh?


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

Logically it makes sense that these things would be larger scale for mechs.

Only in an arena. Solaris, for example. Not in a city where people LIVE their daily lives, or in a mining camp where people spend over half their day at their JOB. Does your workplace make accommodations for platoon-level infantry combat or helicopter-based warfare? This statement is completely illogical.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

Logically it makes sense that trees on an alien planet might have become this huge.

Actually, logically, it doesn't. All of MWO's maps feature gravity more or less triple the strength of Earth's. If anything, the local flora should be smaller as a result. And this is even aside from the fact that saying "logically, anything could be true" is less of logical statement and more of a cop-out. It's using a specific concept of infinite possibility to justify a single permutation of actuality, while ignoring the fact that such an infinite possibility would make every other possible permutation just as likely. As such, it does not strengthen the case of that one particular permutation (huge plant life) at all, in fact, it substantially weakens it. This statement is completely illogical.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

Visually appeasing and logical reasoning don't mix.

Are you trolling? Is nothing in the world visually appeasing to you, are you claiming it's all an illusion? Or that the laws of logical reasoning don't apply to physical phenomena? We can use the actual observable universe we live in to build a fantasaical one, and if we want it to look logical, we actually have to do just that. This statement is completely illogical.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

Logically explain what mechs would be doing in a place where they can't even be stored?

OK, if you weren't trolling before, you surely must be now. Logically explain what fighter jets or soldiers would be doing in a foreign country where they can't be stored! Come on now. This statement is completely illogical.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

The only options: defending a planet (which they have planetary guard and mostly they just fight with tanks and such), or they are invaders (most likely). Seriously if we are going for any sort of realistic point of view these twelve mechs on the enemy team would most likely be up against 30 guys in tanks and about 500 infantry.

Which would be amazing. I really don't understand what your point is here. If you're saying that 'Mechs are too common as represented in MWO, well... yeah. And the map design suggests that this is normal, when there's no way it would be, neither in BT lore nor basic common sense.


View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

Any place with a mech also would do what to accommodate for it? They'd scale things up. Otherwise it defeats the purpose of having a mech. Either way you look at it people would always HAVE to scale things up to use the mechs.

Yeah, no. I don't think most architects, engineers, city planners, and whatever else would be too fond of the idea of 100-ton war machines stomping through their projects all willy-nilly just because they can. If anything, they would design their projects to discourage the presence of such a thing, and encourage it to go fight elsewhere. Nobody wants their apartment crumbling into dust just because the local militia noticed the street outside your window was the perfect size for a Wolverine to go stomping through at 100+kph. Get real. This statement is completely illogical.


And finally:

View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:

well as Snaga said: The only places with mechs are going to have mech sized things because thats where the mechs are at. Most planet use only standard military stuff like tanks. Any place with a mech would have to scale its stuff up.

Because you paraphrased Snaga saying something more-or-less along the lines of what you're saying, I went back to his post as well. I was getting ready to reply to whatever nonsense he must have been spewing if you were using him to bolster your position, and... Much to my surprise, he never said any such thing. In fact, he said almost exactly the opposite. Stop trolling.

Edited by Bloodweaver, 01 June 2015 - 07:20 PM.


#17 Tyrnea Smurf

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Posted 01 June 2015 - 08:05 PM

View PostMarack Drock, on 01 June 2015 - 06:35 PM, said:


Not physically possible. In another thread we did calculations to find out a rough estimate of how many Mechs there would be in 3050 combined (Clan and Inner Sphere). Barely over 500 thousand.



I've not read the thread, but the main issue with trying to pin down hard numbers is because they arehighly contradictory and rather random.

How do you account for hidden cashes of stored Mechs? How do you account for 3 centuries of battlefield salvage? Frankly there would be a reason a rough estimate would be rough, because there are far too many data points where you are missing information.

As far as I know there is not even a total omnibus of factories and production quotas for ANY of the time periods. (main reason being is any new TRO can come out with totally new designes that suddenly have factories that have produced them for centuries - retconning not with standing) Even if you found ONE it would get blown by stored production from earlier eras.

but Ok lets work with 500k mechs in operation in 3050.

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There are 2 thousand planets in the Inner Sphere. Even with the Clans there would be a maximum of about 200 mechs per planet... in only the Inner Sphere.


And why would you ever assume that EVERY LAST WORLD in the IS had a Mech regiment on it. My statement accounted for the idea that some worlds, would have as few as 12 on it.

The Rock when Phelan was captured in 3049 had roughly that many and that was with 3 fighting forces on planet, The Kell Hound Lance, Black Jack Ryans Lance, and the Wolf Scout Star.

Clearly the Raselhague Republic could not field a full Regiment on Every one of their 79 (I think it was 79 preinvasion worlds) however they would place regiments, even combined arms regiments on important worlds.

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Then there are several hundreds of planets in the Periphery, and then there is the deep Periphery. By the time we factor in every faction and its planets, and ever single Clan and everything we are looking at less than 36 mechs per planet at the maximum.


And the major issue with your math is its too entirely based of random guess work because way to many points of data are missing.

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Maybe one Regiment per planet would be accurate by the production numbers given in the BattleTech lore.


And that's where I tend to operate, because frankly the lore shows far better signs of someone trying to forge a basic coherence to the Battletech universe to write novels/fiction in.

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By the Dark Age even if we counted every single destroyed mech there would only be about 750 thousand mechs produced.


I never mentioned any eras other than the period of 3022 - roughly the end of the Third Succession War to the Clan Invasion Era 3050.

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Either you made a mathematical error or the creators of BT did because their numbers they have given us do not support the idea of every planet have multiple regiments of mechs.



Two points:

One - the math on industrial production in BattleTech will always be like catching smoke, because until someone with authority under the license create an omnibus of factories, production charts, battle field losses, salvage, maintance losses, surplused mechs, cashes, hidden factories ect, Your never ever gonna be able to come up with even a half way right rough estimate. Sorry BattleTech has a lore with 6 centuries of Mech production and use.

Two - you have a real issue with contextual critical thinking. In my original post I accounted for puny planet having much smaller Mech forces stationed on them. (again the mix is another unknown, it could be 1% to 99% of that 2k IS worlds had a company force (12 Mechs) with that top 1% having 20 regiments per 1%-er planet, but I highly doubt it. New Avalon had 2 or 3 regiments iirc, Luthen had parts of 3 regiments with another 5 pulled in when the Draconis Combine heard the Clans planned to come calling. My personal estimation is nearly every world in the Inner Sphere had a Mech force of some kind, be it retired warriors machines (say 4 to 12), robber barons having a personal lance of lights as a status symbol on a rural world, old jalopies that had parts missing being listed as a worlds planetary defense forse ect. That's not every last world with a full regiment of Mechs, but its not hard to see how some Mechs could indeed be on every last world, at least until the Clan Invasion required a redeployment and concentration of force.

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And I wasn't even factoring into account the Mercenary units.


Neither was I. Because you run into another facet of the total mechs argument and why it's folly to think you have a number on it, theres no omnibus of Merc units nor estimated listing of how many merc units or merc mechs are running around.

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Any place with a mech also would do what to accommodate for it? They'd scale things up. Otherwise it defeats the purpose of having a mech. Either way you look at it people would always HAVE to scale things up to use the mechs.


Build a hanger area where they could be parked and serviced. Think a really tall and wide mechanic shop. add some out buildings for parts and a few bunkers for munitions storage and that planet can host a mech unit. Absolutely no reason to build your cities to specifically promote mech movement. Industrial zones of a city sure, but not commercial or residential areas.


#18 RedDragon

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Posted 02 June 2015 - 01:34 PM

View PostMarack Drock, on 02 June 2015 - 05:52 AM, said:

Mechs are only going to battle where they can battle. I'd like to see you maneuver a mech through a 2 lane side street. Not happening.

Marack, have you ever read a Battletech novel? Or read up on any war in our own history? Mechs and tanks battle wherever it is necessary. Buildings and obstacles can be blown up or circumvented, ditches can be filled, mines can be cleared. And mechs have the added advantage that they can either walk through buildings or jump over them.

Or does that look like anyone would care if that city was mech-friendly or not?

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Actually, there is (or was) a whole sourcebook (CityTech) that dealt with the mechanics of mech warfare in urban areas.

#19 Bloodweaver

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Posted 02 June 2015 - 06:25 PM

View PostMarack Drock, on 02 June 2015 - 05:52 AM, said:

...these places were heavily mech combated areas and as such don't you think the people would try to accommodate for it? Or do you think they'd be a bunch of cluster-**** idiots and just say: let's make the city look pretty so the mechs have nice things to blow up in the next month. Seriously any place with any brains that is attacked regularly would make sure to account for the mechs. And that is the entire premise behind the maps.

No, any place that is regularly attacked by 'Mechs would take any and all measures necessary to PREVENT them from continuing to do so in the future. Either that, or, the people and corporations using that area would LEAVE. The last thing in the world any heavily targeted region would do is make itself even more open to being targeted.

You're just making yourself sound extremely foolish now. I'm sorry to be so harsh, but either you're really dense enough to buy into what you're saying, or you're just doing it to agitate people for daring to use basic common sense. I already refuted every point you made, unquestionably, and every single time you reply with anything other than "you're right, I am being very silly" just makes you look even more out of it to all the lurkers. So, I'll leave off here.

#20 MW Waldorf Statler

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Posted 02 June 2015 - 08:04 PM

The Original PGi Catapult left , resized of 10m (lenght of a M1 Abrams ~9,5m) in relation to a Crysis "Headless" Human (SDK Toll not found the head ) ,a Abrams and a Landcruiser from Crysis ...Problem by smaller Mechs ...new Running animations by High Speed .

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