LT. HARDCASE, on 01 May 2016 - 11:35 AM, said:
Making the game even more reliant on quirks is the worst scenario PGI could create. You're okay with that?
But you're so bullheadedly convinced that they are 100% right, there's no reasoning with you. Not once in this entire thread have you typed one sentence that showed you're even listening to other people's arguments. That is very frustrating,
You're hiding behind "science", when you seem to have no idea of how it relates to gameplay balance. You're essentially saying that PGI can fix anything they eff up with more quirks. If that were true, the Orion would be semi-viable right now.
At any moment I expect you to lift your mask and reveal yourself as Paul Inoyue.
I'm sorry... just as in the case of religion, science really doesn't care what you BELIEVE to be true. It absolutely doesn't.
And in terms of gameplay balance... how can you expect to balance two mechs that are supposed to weigh the exact same amount, but one actually weighs 1/3 more than the other? The reason we have so many quirks now is BECAUSE only a fraction of the mechs in the game are even close to the correct size. It's the reason that 2 mechs of the same tonnage, with the same basic shape will get completely different quirks. It's the reason that the Blackjack is survivable while the Vindicator is squishy.
So by making all mech models normalized, this should actually REDUCE the need for structural and armor quirks to compensate for mechs of the same tonnage being different sizes. At that point, you only need to compensate for truly awkward geometry and hitboxes... or to differentiate mechs based on their trade-offs.
I really don't get what your issue is here. I think this is literally the first time I'm aware of in the history of MWO where they're not making a change based purely on subjective "feels."
What argument can be made against this?... please give me one that makes any sense and you might be able to sway me. So far, all anyone has been able to say is, "I think the Blackjack is fine the way it is... it's all the other mechs that are too big." And that, my friend, is a massive logic fail. You're talking perception, not real tangible, quantifiable OR qualifiable information. It's just "feels." And I can't really argue "feels," because it's all pure opinion.
But, I can argue the more tangible things people have said... including you.
You said surface area matters more than volume. It doesn't. More maths for you.
The relationship between the volume of a cone, sphere, and cylinder with a base of the same radius and a height equal to 2x the radius is 1:2:3. That means the sphere has 2x the volume of the cone, and the cylinder has 3x the volume of the cone. This also means the mass is 1:2:3. So... surface area for those objects is exactly the same ratio. The surface area of the sphere is 2x the surface area of the cone, and the cylinder has 3x the surface area of the cone. So the relationship between volume and surface area is exactly the same.
So if you scale mechs by surface area, you're also scaling by volume and vice versa... more surface-efficient shapes will automatically end up smaller - having a smaller ratio between surface area and volume. In that sort of scenario, the BlackJack, which is very squarish and has a poorly-efficient shape, will end up larger than the Vindicator, which is round and has a shape with better efficiency. Not by much... but still larger. This is the same exact result you'd get by doing this by volume.
Not a huge dimensional difference between the two mechs, mind you... maybe a few percent here or there, but otherwise the same result whether using surface area or volume as your baseline. And by using volume directly, you can ensure that the object you're sizing will have the correct weight... which is something Battletech cares greatly about. In fact, volume is the ONLY way to ensure that two objects that are supposed to weight the same have the same size. Surface are can end up being somewhat fudgeable.
That's due to the various odds and ends on models that are mostly flash... like the fins on the Centurion's head and shoulder that contribute mostly to surface area rather than volume... but that highlights the next point about surface area versus profile.
When you're talking about the pixels you shoot at, you're actually worried about profile. But which profile are you concerned about? Based on all the silly pixel-count pics the community has come up with, you only care about the frontal profile. But that's hardly smart, is it? Mechs come in different shapes, right? And shape is what differentiates the profile of two objects of the same volume. Not all of the surfaces of a 3d object contribute to the profile of that object from a given view. But those surfaces are none-the-less there.
If you make the Shadowcat have the same frontal profile of a Blackjack, the Shadowcat will be massively oversized, because the shape of the Shadowcat has much more depth than the Blackjack. They'll have the same frontal profile, but the Shadowcat will also get massive side profiles that the Blackjack won't have. If you want to balance by profile... the pixels you shoot at, as you say... you'd have to account for all possible profiles of that mech.
And it's mathematically impossible to take an average of the profile of a 3d object across an infinite number of possible profiles. The closest you come to a number that represents that? Volume.
Volume is by far the most accurate, most objective... most fair and impartial... way to scale these mechs. Period.
Again, science doesn't care what you believe.
Edited by ScarecrowES, 01 May 2016 - 12:38 PM.