wanderer, on 26 July 2012 - 04:54 AM, said:
The fact that quads can sidestep alone would make them invaluable in MWO. Talk about easily breaking out of circles of death...
It has nothing to do with that, it's just a lot more technical work for the animator. The board game rules have no influence on choosing to make a 4 legged mech for the game (or previous mechwarrior games)
The reason for this is that all the mech's potential angles of limb position have to be animated, as well as the torso angle, on a flat map this isn't a problem, on a map with actual terrain, it's a HUGE problem. It's about 4 times as much work for a 4 limbed mech compared to a 2 lmed mech, there are also problems with the 4 limed mechs in that they tend not to have hips or pelvises that can rotate, while this can be adressed with design revision, the revision is much more extreme than that seen to date on current mech designs. The huge extra amount of work remains the same.
Sure ,it's POSSIBLE to make a decent animation for a 4 legged mech in the game, but it would take more work, more memory, and be more likely to have visual errors in the game.
Long run, unlikely, short term, almost
zero chance.
Mechwarrior 2 had 4 legged mechs, it also had extreme visual errors that were only excusable because it was the dawning of 3D games period. You can't forgive a 4 legged mech with 2 legs off the side of a cliff but running fine now, or 2 other legs deeply inside a raise in terrain.
It's a lot more work, and the result is only one more mech.
Again, I have nothing against 4 legged mechs, I like some of them. The problem is that it is simply more costly to produce for the game and with deeper potential downsides.
Edit. 1,000 post here. Gimme a cookie!
Edited by verybad, 27 July 2012 - 12:59 PM.