Do we need to see the cockpit?
#61
Posted 04 February 2012 - 12:42 AM
If you wouldn't release a FPS now without the gun in view, why even think about giving this unrealistic option for MWO?
#62
Posted 04 February 2012 - 08:31 AM
#63
Posted 04 February 2012 - 09:54 AM
most military single pilot cockpits are pretty tight (IRL) so I hope screen real estate is utilized properly to give a nice feel for balance of immersion yet gameplay (don't really want to get killed because some guy is hiding in my blindspot).
The only problem I have with cockpit views is the lack of 3D (NOT 3rd person view) or depth of view in the cockpit, and the whole having to look down to press f2 (or whatever) constantly breaks immersion (as you can't map everything to the joystick).
I guess I'll just have to build a tesla pod...wife's gonna be really cheesed when the Volvo C30 'disappears' and a large metal box replaces it in the garage.
Edited by Kaemon, 04 February 2012 - 09:56 AM.
#64
Posted 04 February 2012 - 12:31 PM
Kaemon, on 04 February 2012 - 09:54 AM, said:
I guess I'll just have to build a tesla pod...wife's gonna be really cheesed when the Volvo C30 'disappears' and a large metal box replaces it in the garage.
Thats why I would like to build my own CP, but for this on/off option of 3D CP is needed
There 2 solutions coming to my mind to maximize simulation feeling:
1.) Dark cockpit box, hardware, sound system, ventilation, big flat screen ~32-37 (maybe stuff like eyefinity), + 3DCP
2.) Dark cockpit box, hardware, sound system, ventilation, average screen ~24-30, switches and all that cockpit stuff.
I forget walky talky, so I can call my girlfriend to bring me something to drink and get killed or disconnected plug at least after that
Edited by Liam, 04 February 2012 - 01:29 PM.
#65
Posted 04 February 2012 - 05:24 PM
Aegis Kleais™, on 04 February 2012 - 09:39 AM, said:
I'm for HUD AND Cockpit. The Cockpit is crucial to the immersion factor, otherwise you're a floating entity and you lose a lot of sense of scale. The HUD provides the bridge between having to manually look at areas in the cockpit to get information and instead will present crucial information to the pilot without the need to do so (unless for some reason the HUD is offline).
I agree the HUD and Cockpit are important part of the experience. It gives the player greater sense of realism and immersion.
I would say that the Best Cockpit is from the Mighty Urban Mech. Looking at it will give you the sense of wow and of what the heck am I sitting in a Large Trash Can for.
Viva House Kurita and The Mighty Urban Mech!!!
#66
Posted 04 February 2012 - 11:51 PM
I would also assume that the cockpit glass panels would have a certain degree of HUD elements. This is meant to compliment the dashboard monitors, screens, flashy buttons, shiny things and all that jazz.
Edited by Prosperity Park, 04 February 2012 - 11:53 PM.
#67
Posted 05 February 2012 - 09:38 AM
Prosperity Park, on 04 February 2012 - 11:51 PM, said:
I would also assume that the cockpit glass panels would have a certain degree of HUD elements. This is meant to compliment the dashboard monitors, screens, flashy buttons, shiny things and all that jazz.
Battlearmor from District 9 comes to mind
Really like this one. Some kind of mini gauss and PPC.
Normally there is no reason in cockpit glass, but I guess BT people would never give it away because its already part of BT.
Edited by Liam, 05 February 2012 - 09:41 AM.
#68
Posted 05 February 2012 - 09:51 AM
- Toggle On for those that want to see their cockpits.
- Toggle Off for those that want to build a 'Mech simpit complete with multiple monitors and alternate input/output devices.
#69
Posted 05 February 2012 - 10:13 AM
Edited by ManDaisy, 05 February 2012 - 10:14 AM.
#70
Posted 05 February 2012 - 07:23 PM
ManDaisy, on 05 February 2012 - 10:13 AM, said:
With all due respect, using this logic multiple monitor support should not be available either as this gives people with more money to spend on the computers an advantage over the not so fortunate folk.
Single monitor only, anyone?
#72
Posted 12 March 2012 - 06:27 PM
#73
Posted 12 March 2012 - 09:44 PM
For those unfamiliar with Wing Commander, you could access all four views (left, right, and back) - something that'd be obvious with 3D cockpits of today. But more importantly, the hand would move to match the movements of the ship, the displays should short out and flicker or explode, panels might blow up and cause wiring to fall down over your view - the works.
What excites me big time is MWO is bringing all of this back (except the hand movement, which is sadly absent I believe)! Yeah there's a HUD for vital systems, but all the monitors on the cockpit do have secondary information and serve a purpose, and they've said that cockpit damage effects are a for sure thing. So it's like a dream to me: The return of awesome cockpits in my light sims!
#74
Posted 12 March 2012 - 10:08 PM
#75
Posted 12 March 2012 - 11:20 PM
#76
Posted 13 March 2012 - 11:37 AM
I never got used to that. And ultimately the lack of incockpit views turned me away from the game. It was like I was seeing the de evolution of Mechwarrior.
Edited by shai`tan, 13 March 2012 - 11:37 AM.
#77
Posted 13 March 2012 - 11:56 AM
Blight, on 02 December 2011 - 10:57 PM, said:
It needs to be intuitive for new players. Easy to see, grasp and understand without a comprehensive "Manual" to read.
#78
Posted 13 March 2012 - 02:15 PM
HUD alone is NOT.
#79
Posted 13 March 2012 - 03:12 PM
It also enforces roles of warfare, since Light & Medium mechs tend to have better field of view (thus better scouting) than Heavy & Assault mechs. Of course there are exceptions (like precisely the Hunchback) in which specially thick armors or huge guns partially block the field of view, but that's the price of having a ridiculously small-to-hit cockpit, or guns that exceed the average load of your mech.
#80
Posted 16 March 2012 - 12:06 AM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users