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Momentum, Inertia And Mass


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#1 Lord David Murphy

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Posted 20 September 2017 - 06:56 PM

Good Day Everyone,

I'd like to discuss how momentum, inertia and mass in MWO feels today... Or more accurately, it's lack thereof.

Our goal of creating a game that is both strategic and a simulation seems to of been lost into a group of what I call "Twitch shooters" - we all know these games, Call of duty, unreal etc. And I can not be the only person who feels this way. As if our mech's all have no real mass - they way my Linebacker can turn on a dime at 104Kph - it's, well, painful to myself.

More and more speed trumps everything, and a good team of course! Yet, what I'm reaching for is a real sense of immersion. Oddly I'd be happy seeing the entire engine of the game slowed down about 20% to regain some feeling and time to think - not change the balance between mechs, but to give an honest feeling of being in a 30-100 ton massive Mech. Am I alone here?

With a Mech's mass up high in truth these things should simply fall over in a turn as the momentum carries them onward; even my tiny 600cc 450lbs motorcycle in real life can't turn like a mech does. In fact, i'd eat a wall on the track daily if I tried it. (I am a past Honda test rider with 15 years of motorcycle development experience, and a racing coach)

It's my feeling that if we address this core issue with mass we will improve all the other aspects of the game greatly and allow for a diversity of weapons that fit within those limitations. More so, we would make Mech Warrior stand out in a crowded game world as something rare that's worth spending money on. Quality of simulation, not quantity of Mechs or weapons.

I understand the complexity of building a game engine and the compromises required. But we've lost everything in my mind that makes Mech Warrior what it truly is; a simulator at it's core.

Warmly yours,
David

#2 m

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Posted 20 September 2017 - 08:43 PM

View PostLord David Murphy, on 20 September 2017 - 06:56 PM, said:

Good Day Everyone,

I'd like to discuss how momentum, inertia and mass in MWO feels today... Or more accurately, it's lack thereof.

Our goal of creating a game that is both strategic and a simulation seems to of been lost into a group of what I call "Twitch shooters" - we all know these games, Call of duty, unreal etc. And I can not be the only person who feels this way. As if our mech's all have no real mass - they way my Linebacker can turn on a dime at 104Kph - it's, well, painful to myself.

More and more speed trumps everything, and a good team of course! Yet, what I'm reaching for is a real sense of immersion. Oddly I'd be happy seeing the entire engine of the game slowed down about 20% to regain some feeling and time to think - not change the balance between mechs, but to give an honest feeling of being in a 30-100 ton massive Mech. Am I alone here?

With a Mech's mass up high in truth these things should simply fall over in a turn as the momentum carries them onward; even my tiny 600cc 450lbs motorcycle in real life can't turn like a mech does. In fact, i'd eat a wall on the track daily if I tried it. (I am a past Honda test rider with 15 years of motorcycle development experience, and a racing coach)

It's my feeling that if we address this core issue with mass we will improve all the other aspects of the game greatly and allow for a diversity of weapons that fit within those limitations. More so, we would make Mech Warrior stand out in a crowded game world as something rare that's worth spending money on. Quality of simulation, not quantity of Mechs or weapons.

I understand the complexity of building a game engine and the compromises required. But we've lost everything in my mind that makes Mech Warrior what it truly is; a simulator at it's core.

Warmly yours,
David



Have a read - https://mwomercs.com...-weapon-recoil/

Been discussed before to crazy ends. The simple logic is is that if there is cockpit shake then the laws of motion literally exist in the game and can't be negated or ignored.

Years ago in the old Mechwarrior games there used to be knockdown. PGI considered bringing it back (I think it was mentioned in the one of the last town halls) but having be a better representation than the poor failed attempt years ago from closed beta (think it could've been open at the time). The knockdown was so badly designed that the slightest collision would trip a mech into an animation nightmare (there's a video of that somewhere but can't be bothered to find it).

Edited by m, 20 September 2017 - 08:43 PM.


#3 Nightbird

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Posted 21 September 2017 - 06:33 PM







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