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Simulation Mode...


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#1 HellJumper

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Posted 24 April 2016 - 10:17 PM

Hello. As we are not getting more new game modes so how about a simulation mode to be added? this mode will be like an advance game mode for people who like more immersion and simulation aspect to MWO. i would request you to give in your own ideas and i a,m sure many of you can suggest better than what i am suggesting.

1 HUD: the information on HUD should be reduced: when you lock on an enemy it should not instantly tell you what enemy mech it is or what weapon loadout its carrying. you should have a detection range on your mech (default 300 meters) before you can find out what it is. this can encourage 2 things. one the reason to carry a targeting computer as it should let you detect enemis at longer ranges (max 700 meters lets say). two it will help you rely on your visual detection.

2. Convergence: this is something that should be reduced over range. firing above lets say 200 meters the weapons start to spread. this would make alpha strikes at long ranges kind of nullified and people would have to rely on single pinpoint shots.

3. Radar: Introduce passive and active radars as they were in previous games. this would make it all interesting. in order to stop the exploit of running passive all the time maybe a timer can be introduced that the radar will go back up after a set time (1 minute maybe?)

4. Mechs: remove the quirks and put them back to the state of before they were? atleast this way you can have a comparison about both quirked mechs and non quirked mechs playing two different game modes

5. 8 v 8/ 12 v 10: bring in 8 v 8 for this game mode specifically if its going to be IS vs IS or bring in 12 v 10 if its going to be IS vs clan (3 lances vs 2 stars)

the idea is to have something which can make the whole game more simulation. i wont mind if CW is made on those lines though. thoughts?

#2 jss78

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Posted 24 April 2016 - 11:12 PM

What you describe sounds like a great game, but in short, it's not the game PGI's working on. PGI's vision seems to be a mixture of MW and a simple, generic FPS, and then taking that thing in the esport direction. Nothing objectively wrong with this mind you, and I don't mean this as a whine, though PERSONALLY, I'd prefer a game with far more depth and complexity.

#3 adamts01

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Posted 24 April 2016 - 11:35 PM

I'd start spending money on this game again if it started moving towards simulation. I don't see that happening though. I think the best we can hope for is a more immersive CW that attracts team players and let the TDM guys have regular que.

#4 CMDR Sunset Shimmer

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Posted 24 April 2016 - 11:53 PM

would be great.

Shame PGI won't bite.

#5 Ex Atlas Overlord

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Posted 25 April 2016 - 12:05 AM

You didn't mention any laser alphas or cool 360 no scope headshots.

Clearly not enough E-sports there

#6 Aetes Nakatomi

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Posted 25 April 2016 - 12:09 AM

We do not have the population to support this. That would be even more niche than CW which we already know suffers from numbers problems.

This would equal a lot of dev time for something that would ultimately be something very few people would queue for as it is evident that most people play simply for the most cbills/xp per hour and this mode would not be that.

#7 HellJumper

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Posted 25 April 2016 - 12:52 AM

View PostAetes Nakatomi, on 25 April 2016 - 12:09 AM, said:

We do not have the population to support this. That would be even more niche than CW which we already know suffers from numbers problems.

This would equal a lot of dev time for something that would ultimately be something very few people would queue for as it is evident that most people play simply for the most cbills/xp per hour and this mode would not be that.


that is why i said it can be the CW...

View PostEx Atlas Overlord, on 25 April 2016 - 12:05 AM, said:

You didn't mention any laser alphas or cool 360 no scope headshots.

Clearly not enough E-sports there


no idea about those things or E sports... :P

#8 HellJumper

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Posted 25 April 2016 - 09:07 PM

View PostCMDR Sunset Shimmer, on 24 April 2016 - 11:53 PM, said:

would be great.

Shame PGI won't bite.


maybe converting CW might work.,..

#9 Grimnir79

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Posted 25 April 2016 - 10:17 PM

Oh my, I would LOVE a MW-game along the lines of "DCS Black Shark, just with legs". Think how cool it would be to have a fully interactive cockpit and more 'realistic' targeting. I would throw my money after any developer who created such a game, but then again; I'm a flightsim-fanatic.

#10 wolf74

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Posted 25 April 2016 - 10:46 PM

Semi-Constructive Feed back

1. Ground Radar was linked to the Targeting system in CBT there Many type of them in CBT (see Fasa 1700 Maximum Tech Book) Which Gave Bonus and Penalty in give on Different range or type of targets, this book also had Targeting Range info. But having the Targeting computer give a Boost to Mech Radar range give the Clan a Large advantage in the Detection area VS IS who doesn't have Access to there Targeting Computers yet (ETA for them is around 3058 and they would be about 20% weaker than the Clans version)

2a. If Convergence spread should be linked to the Weapon's Range. AKA About 1/3 out of the weapon Effective range(Effective Range is defined by me as the Range that would be listed on the HUD) with Bonus to Pulse Laser and Weapon Effective by Targeting Computer (only because this IS what they did in CBT, And doesn't stack with Pulse Laser).

2b.Personally thoughts on Convergence:
Spoiler



3. Passive Radar should also Remove Icons and not be-able to get friendly Radar Lock data. I don't see a Problem with them have to pick which mode they are in. The Force Radar back on is not a Good Game Play machine with out some underlining reason.


4. Unless there is a MAJOR Change in a game play Machine aka like Going to a Manually Convergence. I Don't see the quirks going anywhere anytime soon and in a MINOR (Very Minor) some mechs where known for doing on job better than others (AKA Rifleman and Jagger Mechs did have bonus for shooting Airborne targets (again you will have to see the FASA 1700 Book on that)


5. Question for 5. Are you talk solo or group or Community Warfare? I can see it for Community (maybe) but for Pug Solo drop sorry that not going to fly. I think for the Frying pan they have coded they picked the Lest Confining of them which is Weight Limits on the drop deck. Or Else you going to have to Code up a Bidding system for the Clan VS A Group defending a Plant and The **** that would fly from that would make the inside of sewage plant storage tank look good to eat off of.

Edited by wolf74, 25 April 2016 - 10:51 PM.


#11 Impyrium

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Posted 25 April 2016 - 11:07 PM

Fun idea but sadly not going to happen. Honestly most of those features sounds like what MWO should have had from the beginning. Certainly I would prefer all of those points anyway...

#12 Aresye

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Posted 25 April 2016 - 11:25 PM

I'm all for active/passive radar, because it aligns with previous mechwarrior games, and would add an extra dynamic to team play and tactics.

All the other ideas I feel would be too niche or too difficult for the majority of players to grasp, which would drive a lot of players away.

#13 Random Carnage

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Posted 26 April 2016 - 02:40 AM

I'd like to see convergence implemented as an auto-focus type system like on a camera where by the convergence focus continuously changes toward whatever the targeting reticule happens to be on at the time - there by requiring you to hold the target long enough to fully focus for full convergence, or fire early and take your chances with the spread - but no wider than absolute straight ahead as the weapons be mounted on their hard points. If focus is too close, have the shots converge close then diverge again after they cross. Targeting comps could have an effect on how fast the focus adjustment takes place.

This system would go some way toward addressing the pin point we have now, without getting into the random cone of fire bollocks.

#14 HellJumper

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Posted 26 April 2016 - 09:41 AM

@wolf well community warfare i woulds say or group battles. 8 v 8 or 8 v 10...that could work well and have some role playing element as well in it.


View PostRandom Carnage, on 26 April 2016 - 02:40 AM, said:

I'd like to see convergence implemented as an auto-focus type system like on a camera where by the convergence focus continuously changes toward whatever the targeting reticule happens to be on at the time - there by requiring you to hold the target long enough to fully focus for full convergence, or fire early and take your chances with the spread - but no wider than absolute straight ahead as the weapons be mounted on their hard points. If focus is too close, have the shots converge close then diverge again after they cross. Targeting comps could have an effect on how fast the focus adjustment takes place.

This system would go some way toward addressing the pin point we have now, without getting into the random cone of fire bollocks.


like whats in wot ?





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