Paigan, on 23 August 2017 - 12:37 AM, said:
Strategy games handle units more less as monolithical objects and handle the damaging etc. in an abstract way (e.g. "dice" rolling instead of actual geometrical aiming). This means the unit models itself are hardly more than animations glued to the actually abstract unit.
In such an abstracted concept, it's next to irrelevant if the unit has 2 legs or 4 or 15.5 tentacles. It's a mere animation that has no influence on the gameplay.
In a an FPS like MWO, you have actual geometrical aiming. You have things like hitboxes. MWO even has Mechs being comprised of different components. You can imagine the Mechs as actually "being there" in a geometrical way for the game logic. All that has to be coded and handled at runtime. That basically means every single form has to be coded for itself.
It's like comparing a sticker image of a Ferrari to your actual car.
Or like comparing a plastic figure Gotcha tabletop game to actually playing Gotcha yourself. The latter is MUCH more complex than the prior.
BUTBUTBUT IT HAS MEKS AND QUADS!!!