Do we need to see the cockpit?
#1
Posted 02 December 2011 - 10:57 PM
#2
Posted 02 December 2011 - 11:02 PM
Edited by wolf74, 02 December 2011 - 11:02 PM.
#3
Posted 02 December 2011 - 11:07 PM
For example with Track IR, why would you want to use you number pad to look around, when you can just move your head slightly?
#4
Posted 02 December 2011 - 11:08 PM
#5
Posted 02 December 2011 - 11:32 PM
#6
Posted 03 December 2011 - 12:11 AM
Time for some History, methinks. Back in the long-long-ago all sim games had their displays set up to look like instrument panels. It added a sense of immersion, of verisimilitude. I'm a REAL traditionalist, and applaud the return of such cockpits to mech games.
I have many fond memories of playing Earthsiege 2 back in 1995
and of course the SNES version of Mechwarrior had them, although they weren't as interactive as the ones in Earthsiege II (where you could access your unit commands by looking down at the screen between the pilots legs), but still...
and who can forget the abysmal game, Ultrabots? Which had really cool cockpits- despite the fact that the game sucked *****.
Other 'vintage' examples include X-wing, and Tie fighter. Which were far more immersive than the later X-wing Alliance because of the nature of the cockpit displays (and so while Alliance was a solid game, the HUD made things feel like an arcade game, rather than a sim game).
Hell, look up Mechwarrior; the clans. it was the project that eventually became Mechwarrior 2. but the early versions HAD fully immersive cockpits, which honestly looked far better than the HUD setup in the finished game ever did.
#7
Posted 03 December 2011 - 12:18 AM
Essentially, what is in the red box, is our FOV. So it wont be that cluttered, unless they allow you (though an option) to see the rest of it.
Almost forgot, I'm pro-cockpit.
Edited by Agasutin, 03 December 2011 - 12:19 AM.
#8
Posted 03 December 2011 - 01:50 AM
#9
Posted 03 December 2011 - 01:59 AM
Pro-cockpit
#10
Posted 03 December 2011 - 02:11 AM
#11
Posted 03 December 2011 - 04:10 AM
I think a HUD is important in terms of game play, and much of the information required for basic play should be represented thus. in the panels there should be more information, maybe targeting computer/c3 info, other readouts like drone telemetry and such like should be represented within the cockpit displays.
Having it interactive would be the dogs b******s...
#12
Posted 03 December 2011 - 05:53 AM
There should be a HUD, yes, but it needs to be part of a physical cockpit with panels, dials, and at least some switches that really work.
#13
Posted 03 December 2011 - 06:32 AM
#14
Posted 03 December 2011 - 12:16 PM
The Hunchback display seems to already have all or most of this. I do not know what the discussion is about the number pad and the cockpit (I think it allows you to view the interior of the 'Mech), but I am a hardcore joystick player. With my Logitech Extreme 3D PRO, I have a HAT analog stick that allows me to do the same thing. It also turns the arms on the 'Mech (which has saved me numerous times when in a brawling scenario).
I'm probably not the first person to think about these things, but I didn't see if anyone had mentioned them yet. Regardless of the outcome (though I hope to see the cockpit view again), the one word that describes my anticipation of MWO is "WANT!"
#15
Posted 03 December 2011 - 12:34 PM
#16
Posted 03 December 2011 - 01:21 PM
I think it was how every one was visibly unique and set the tone of what you're driving, yet none were obstructive of view and all the information you needed was fluidly translated to your hud.
#17
Posted 03 December 2011 - 10:42 PM
Joachim Viltry, on 03 December 2011 - 12:11 AM, said:
Traditionalist and HUD in the same sentence?
Time for some History, methinks. Back in the long-long-ago all sim games had their displays set up to look like instrument panels. It added a sense of immersion, of verisimilitude. I'm a REAL traditionalist, and applaud the return of such cockpits to mech games.
I have many fond memories of playing Earthsiege 2 back in 1995
and of course the SNES version of Mechwarrior had them, although they weren't as interactive as the ones in Earthsiege II (where you could access your unit commands by looking down at the screen between the pilots legs), but still...
and who can forget the abysmal game, Ultrabots? Which had really cool cockpits- despite the fact that the game sucked *****.
Other 'vintage' examples include X-wing, and Tie fighter. Which were far more immersive than the later X-wing Alliance because of the nature of the cockpit displays (and so while Alliance was a solid game, the HUD made things feel like an arcade game, rather than a sim game).
Hell, look up Mechwarrior; the clans. it was the project that eventually became Mechwarrior 2. but the early versions HAD fully immersive cockpits, which honestly looked far better than the HUD setup in the finished game ever did.
Quoted for the Starsiege reference. Cockpits are incredible for gameplay, and I want them to be functional this time.
Like if there are camera guided missiles, you will need to look at the camera feed within your cockpit to guide them.
#18
Posted 04 December 2011 - 05:10 AM
#19
Posted 04 December 2011 - 11:56 AM
#20
Posted 04 December 2011 - 05:54 PM
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