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Will this game have Intervening Terrain and Terrain Modifiers?


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#1 Phoenix Branson

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Posted 10 July 2012 - 06:02 PM

I was wondering if the development team will incorporate the "concept" of Intervening Terrain and Terrain Modifiers into the game. Obviously, this would have to be designed for a computer game and not a board game according to BattleTech Rules, but would be a cool addition nonetheless if the "concept" was there for added strategy on the battlefield.


According to BattleTech Rules:


Intervening Terrain
Terrain along the LOS between the attacker and the target that actually lies within the LOS (not including the hexes occupied by the attacker and target) is called intervening terrain. Intervening terrain has the following effects on LOS:

Light Woods
Three or more hexes of intervening light woods block LOS. One hex of intervening light woods combined with one or more hexes of intervening heavy woods also block LOS.

Heavy Woods
Two or more hexes of intervening heavy woods block LOS. One hex of intervening heavy woods combined with one or more hexes of intervening light woods also block LOS.


Terrain Modifiers
Terrain can affect the probability of a successful shot by forcing the attacker to account for intervening land features. Special terran modifiers appear below:

Light Woods
Add a +1 terrain modifier if the target occupies a light woods hex. In addition, modify the to-hit number by +1 per hex of light woods intervening between the attacker and the target.

Heavy Woods
Add a +2 terrain modifier if the target occupies a heavy woods hex. In addition, modify the to-hit number by +2 per hex of heavy woods intervening between the attacker and its target.







Edited by Maverick01, 10 July 2012 - 06:22 PM.


#2 PANZERBUNNY

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Posted 10 July 2012 - 06:03 PM

*eats popcorn*

#3 Manthony Higgs

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Posted 10 July 2012 - 06:03 PM

I can hardly read this.

#4 Damascas

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Posted 10 July 2012 - 06:11 PM

Are you asking if we will have trees?

#5 Death Weasel

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Posted 10 July 2012 - 06:12 PM

Are you for real?
The "Concept" is for a TT game.
In MWO if you can only see half of the enemy mech, That mech will be harder to hit with weapon fire.
If you are looking down on a target from above, it would be very hard to strike that target mech in the legs.
Trees and hills and buildings, etc, block line of sight.
THEY ARE TREES AND HILLS AND BUILDINGS!!!!!

#6 Damascas

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Posted 10 July 2012 - 06:15 PM

I do not feel caps are necessary here, it is just a question that perhaps is misunderstood.

#7 SparkSovereign

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Posted 10 July 2012 - 06:16 PM

I think the game you're looking for is called Mechwarrior Tactics. Terrain modifiers and the like are a mechanism for converting true line of sight concerns to a board game. When you convert back, you can just remove such artifacts.

Now, I wouldn't be surprised if not being able to see an entire mech slowed down your sensor readings of them. Go jump jet scouts.

#8 ichiward

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Posted 10 July 2012 - 06:23 PM

Not really sure what you are asking either but they have said we will have terrain to hide behind or to peak around.

#9 ArchRakshasa

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Posted 10 July 2012 - 06:29 PM

Remember your talking a about mechanics in a fight.

In Example,
Higher Ground - Mechs on higher ground have a better chance at hitting a target because they can see over the tree line. However most of your attacks due to ground cover will be made on visability. So targeting legs may be out of the question if your sniping. However a headshot to a arm is more viable. As for missles (LRMs & SRMs) its a ideal situation.

However - Being at higher ground may leave u exposed and depending on the angle of visabilty may make u a target of opportunity, unless yoiu have a real nice camo job. But once you start firing your position is given.

In Example ,
Sand - Yeah, well if the devs are on top of it, running on soft ground may be slower going than firmer ground. They already did a posting on ice terrain were they said you would have turning and stopping issues based on how fast ur mech is. Would be funny to watch a Light mech do a Wyle E. Coyote face plant into a rock facing.... lol

#10 Sirous

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Posted 10 July 2012 - 08:14 PM

Most of what you are talking about is related to die roll games, FPS and simulators are a touch different. Either you hit what you are aiming at or you don't. Also there are other factors built into the weapons. IE decay over distance and the like, Maximum effective range and bullet drop. There are no advantages to being in a woods except that it might be harder to move or be hit. As they will hit the trees instead of your mech. That will be the difference. If you see it you can hit it, if you can hit it you can kill it. Also with the LRM's and scouts if your teammates see it you can rain missiles down upon them.

#11 Skadi

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Posted 10 July 2012 - 08:18 PM

Posted Image

#12 AlphaKale

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Posted 10 July 2012 - 09:43 PM

The only way I can see TT rules like this apply in MWO would be movement speed on terrain types. Your mech should move slower in swampy or shallow water terrain, and maybe go a bit faster on a road.
As for the obstructions and cover, I think that will just come naturally by making it harder for you to get your crosshairs onto the target. The developers aren't going to be including any penalties in the "to-hit math" based on obstacles. Your laser will either connect with your target or get blocked by the intervening object.

#13 SuomiWarder

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Posted 10 July 2012 - 10:01 PM

As far as we have seen in relased vids and read in the dev blogs, terrain can block shots. Radar is line of sight, so that hills and I guess big buildings can block it. However data is shared so if you have an ally on the other side of the hill with LOS to the enemy, that enemy will stay on your radar.

All we know about tree is that enough of them that are tall enough blocks actual line of sight (but no word on radar) and that they plan to make them destructable. One presumes that some of the damage going through that destroys a set of trees will be absorbed and not hit the mech.

As far as affecting your chance to hit, if you know a mech is running across your front behind some trees you can shoot at it and your inability to see all of it and exactly where it is might make you miss. If it is standing still and you can see the top of it behind the trees, then your chance to hit will be the same as if there was no trees. It is just that thre trees might absorb some of the damage.

#14 Otto Cannon

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Posted 10 July 2012 - 10:13 PM

One thing I would be interested to know about terrain effects is whether you can use a flamer to set fire to forests. Doing that would not only create a smokescreen to hide behind, but also overheat any mech standing in the trees. I'd take a wild guess that it won't be possible, but it would be a nice feature if they ever decide to include it.

#15 Redshift2k5

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Posted 11 July 2012 - 04:31 AM

Mathematical aim modifiers do not fit the gameplay of MWO- this is not an RPG where your stat sheet determines your aim, and the game determines modifiers to that number.

This is not Battletech, this is Mechwarrior, it is a simulation of the battlefield, not an abstraction of the battlefield.

There certainly are trees and buldings and dark tunnels that can obscure your vision, and it is then up to the pilot's own ability to adjust to the landscape. Maybe the trees block your vision but you can use your radar or other methods to land a hit on your target- but it won't be an abstraction like '+2 per hex of woods', because there are no skill stats to which to apply modifiers.

Edited by Redshift2k5, 11 July 2012 - 04:32 AM.


#16 Ergath Macfirtree

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Posted 11 July 2012 - 06:49 AM

View PostOtto Cannon, on 10 July 2012 - 10:13 PM, said:

One thing I would be interested to know about terrain effects is whether you can use a flamer to set fire to forests. Doing that would not only create a smokescreen to hide behind, but also overheat any mech standing in the trees. I'd take a wild guess that it won't be possible, but it would be a nice feature if they ever decide to include it.


Did anyone else play Mechforce PD on the amiga? It was basically TT BT but with a second-by-second turn system. Setting fire to forests was absolutely genius as the smoke blocked LOS and you could lure a whole lance into a burning forest where they couldn't see and would quickly overheat. Generally ammo explosions ensued - which was particularly funny as Mechforce also had dead mechs automatically Stackpole as soon as the CT was destroyed...





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