I sat down with a couple friends and discussed options, but we came back again and again to the difference between BT core mechanics design - which previously focused on tabletop and then (mostly) single-player games, and MWO's mech-shooter design.
The killer issue was how instant, near-perfect convergence led to rapid focused damage on key mech parts. Legging, arming, ST destruction, CT focussing, boating, and the whole PPFLD issue all boiled down to being able to place the majority of your shots right where you aimed them.
This makes MWO just another twitch shooter where you are a big metal mech instead of a soldier/fantasy warrior. With some meta 'mech build' mechanics thrown in.
It leads to 'the meta' favoring a few specific mech chassis and weapons layouts, which we've seen again and again in comp play. There's little point tweaking weapon systems when the result is a slightly different version of high PPFLD weapons boats as the next meta.
Convergence has been an issue since the early days (with many threads already), and is one of the dominant factors in game play today.
The question becomes: can players people can live without convergence, and if we ditch it, what flavor of 'non-convergence' should we opt for?
1) Keep convergence forever, heck, make it better! I am teh Snipinator!
2) Arms have convergence, torso weapons point straight ahead (or potentially have a small degree of convergence).
3) Cone of fire, where each weapon has a (potentially) weapon-specific chance of scattering it's damage to an adjacent mech section.
4) Packetized damaged, where weapon damage is broken up into chunks and each chunk has a chance of striking an adjacent section to aim point.
5) Whatever other methods anyone cares to suggest.
The downside, especially for the twitch shooters, is the fact that you can no longer place 30-60 points of damage on the specific body part you are aiming at, at will. Of course, no one else can either.
The advantages:
-Arm mounts potentially become much more useful, helping mechs with arm mounts (even gorilla arms) stay competitive.
-Reduces the PPFLD-is-doom argument, which might allow us to get away with less ghost heat and weapon-nerfings.
-Increases TTK and specific component survivability without having to mess with broad armor/structure buffs.
-Increases the attractiveness of short-mid range play over long range poking, while decreasing the effectiveness of poptarting.
-Increases the ability to tune, balance and differentiate weapon systems by adjusting their accuracy characteristics. Same for some mech chassis/quirks.
-Potentially adds a source of Skill tree nodes that might add to or replace some of the existing nodes.
Edited by MadBadger, 11 February 2018 - 05:47 AM.