Aleksandr Miuri, on 01 November 2011 - 09:26 AM, said:
IMO, the only good way to handle this is to make aiming difficult, but controllable, not random. Ideally, this could get wonderfully complex. Imagine attacking in a Mechwarrior game where dozens of variables affected your aim; variables that you could compensate for, but only with experience, and with time getting to know your mech. Say the mechs arms had weight and could only adjust so quickly; perhaps your mechs heavy arms didn't track well vertically. The mech's position and movement are taken into account; you're trying to make a turn on slippery sand, barely keeping your stumbling mech on its feet and bouncing your arms around; maybe the model of mech you're piloting needs to shift its arms while its turning just to keep balance, offsetting its aim somewhat. The heavy duty autocannon in your particular mech doesn't have a great muzzle velocity; shells drop quickly with distance. Your mech has less than stellar recoil compensation; fire that gauss rifle and it's going to take a little while before it gets everything lined back up again. The ground you're standing on is too soft, damage to your mech affects its balance, your modified weapons don't aim quite where the originals did, the planet's gravity or weather changes your aim. I could list a hundred more variables. The thing is that they aren't purely random though; a player who got to know the game and their machine could take them into account and still pull off some great shots; shots that would be all the more amazing because it wouldn't be "oh look, JimBob17's RNG decided he hit someone in the head, lucky!" but "Wow, that guy knows how to use his weapons, I'm glad he's on our team!"
I really like this post. having targeting affected by terrain factors and by the player's familiarity with the mech they're using seems an excellent antidote to "point-and-click" shooting. I love the idea of different mechs having different physical characteristics which affect how they lay their guns on target. It'd really add a layer to the simulation aspect if different mechs have different quirks like you've described.