Variant1, on 24 March 2017 - 06:28 PM, said:
Warthunder and WoT focus on tanks. Something very easy to simulate since there are documented, real models and happened in real life. Kind of hard to do the same with impractical walking death machines such as mechs. Also one thing they couldn't get right is the tanks breaking down constantly since that happened alot during ww2.
In MWO we got heat for weapons, damage components(center, side etc.) You are placed inside a cockpit of the mech and all the buttons. There ammo, theres a crit system that simluates possibility of losing something (ammo,weapon, equipment). It doesnt have to get realism down to the tea just the important aspects of it
Well my friend i guess neither did the old games then =/
They simulate heat from weapons. Component damage for each section (arm, side center etc). The cockpit is more detailed then those old mechwarrior titles
Do you know what an arcade game is? if its not a SIM then its not a shooter like quake or doom because its not face paced like those games
Modular damage does not make a sim, and in fact, there are arcade games that also have this.
Your critical components are not laid out realistically, as in ammo in the foot, guns in the hand, lasers in one hand, heat sinks in the other. Realism would have dictated that both these components need to be next to each other.
War Thunder and World of Tanks use actual penetration formulas that can be used to apply for tanks in war game simulators. In Mechwarrior, a hit is a hit, and takes set damage. In a tank simulator, the way you are angled towards the gun can determine if the shell will totally penetrate or ricochet on you, which also factors the shell's velocity and range. Being able to determine penetration or taking no damage is actually quite complex and involves a considerable amount of mathematics being computed in real time. In World of Warships, they even apply an *aerodynamic coefficient* on the shells. Then there are also the differences between AP, APHE, APHEBC, HEAT, HE, APFSDS, APCR, composite armor, spaced armor, and having multiple layers of armor.
In Mechwarrior, your "armor" is nothing more than a hit box with an HP bar that lowers with each hit, and is the same with every distance. Shells travel into a straight line, you don't shoot upward then watch them fall on gravity, with a flight arc. If you have real mechs in battle, mechs should be angling their torsos to maximize the deflection of enemy rounds, rather than twisting their torso to "distribute" damage. A mech should have the most protected part of its body at the torso, then sacrifice protection at the flanks, which is contrary to this game where the most vulnerable part of the mech is the forward center which is the direction you want to attack with.
The best way to call MWO is Sci-Fi arena shooter. Sci-Fi means you don't simulate real world physics, but apply the lore rules of that particular universe. Like if you make a wargame with Star Trek, expect phasers, photon torpedoes, deflectors and so on, and you try to recreate the same effects as they are shown in the canon narrative. However, that does not make for realistic space combat nor it is a simulator.
Edited by Anjian, 24 March 2017 - 07:31 PM.