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So Why Can't We Have Actual Omnimechs?


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#41 Tiy0s

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Posted 10 July 2025 - 07:49 PM

How acceptable kit bashing to you as a player unfortunately is not relevant. I have explained the art standard PGI strives to hold itself to. That alone kills this idea in its tracks.

If a player would like to mod it in, kitbashed or just tacking 10 weapons on a component, there is nothing stopping them. By all means, make the mods you like that help improve your enjoyment of the game. That is the purpose of mods.

But I have explained why PGI will not do it. The level of work required to meet our internal standards is not economic for the gain. Plus I have explained the balance reasons which would kill the idea before it even reached work mapping stages.

#42 The6thMessenger

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Posted 10 July 2025 - 08:09 PM

View PostTiy0s, on 10 July 2025 - 07:49 PM, said:

How acceptable kit bashing to you as a player unfortunately is not relevant. I have explained the art standard PGI strives to hold itself to. That alone kills this idea in its tracks.

If a player would like to mod it in, kitbashed or just tacking 10 weapons on a component, there is nothing stopping them. By all means, make the mods you like that help improve your enjoyment of the game. That is the purpose of mods.

But I have explained why PGI will not do it. The level of work required to meet our internal standards is not economic for the gain. Plus I have explained the balance reasons which would kill the idea before it even reached work mapping stages.


Fair, but as I have said before, I don't agree with KV's dumb idea, my venture is purely with the concept of technical side, future-proofing the choices of hardpoints. From a practical stand-point, the bespoke hardpoints would work as fine, so long as the plan isn't to expand selected hardpoints.

Likewise, I have conceded that it is the standard. Sure, ok. I was just discussing points of inconsistency with the other dude, starting with the AC20 on the locust.

Edited by The6thMessenger, 10 July 2025 - 08:29 PM.


#43 Quicksilver Aberration

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Posted 10 July 2025 - 08:12 PM

View PostThe6thMessenger, on 10 July 2025 - 06:55 PM, said:

The only leeway I can give you is the difficulty of business-decisions -- that even if it's technically possible, it is not by the issue of contraints which I was open to begin with.

But like I said with consistency, that puts things into question especially when the contention was when it's technically possible, and they were at the time doing it, yet here you are retreating to "business-decision" defense.

Your position is everywhere, and it's almost like you're saying just anything to "win".

All development decisions come down to business decisions, that's the part you don't seem to quite get. The first step of almost EVERY startup or development process is getting it working first, duct tape and all. Then you figure out where the pain points and fix them. Most players just simply aren't going to care about this process, and without knowing the full process of getting these created/added we are just guessing on what bottlenecks/pain exists in the current process. A change purely for "consistency" is almost always wasted resources, there has to be some sort of RoI for that effort. All of this explains why charge-up doesn't work for non-ammo based weapons, why energy weapons can't have ammo, etc. It wasn't relevant until a decade later, so clearly they made the right decision at the time.

It isn't me being "everywhere", it's that there's a lot that goes into decisions and you just hand-waving them away "cuz mods do it" like that's a reasonable answer. It isn't. Future proofing is nice, if you know what you are future proofing for, and not everyone knows what's in the cards. Given MWO was new territory for PGI, yeah, them not accounting for everything isn't shocking.

Edited by Quicksilver Aberration, 10 July 2025 - 08:15 PM.


#44 The6thMessenger

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Posted 10 July 2025 - 08:20 PM

View PostQuicksilver Aberration, on 10 July 2025 - 08:12 PM, said:

All development decisions come down to business decisions, that's the part you don't seem to quite get.


On the contrary. I have posts about this from the get-go, even addressing it with the first tiy0s reply to me.

View PostQuicksilver Aberration, on 10 July 2025 - 08:12 PM, said:

A change purely for "consistency" is almost always wasted resources, there has to be some sort of RoI for that effort.


Sure. But you can't just say "they don't model everything", or else you're going to have that AC20 locust spat at your face, every god damn time.

View PostQuicksilver Aberration, on 10 July 2025 - 08:12 PM, said:

It isn't me being "everywhere", it's that there's a lot that goes into decisions and you just hand-waving them away "cuz mods do it" like that's a reasonable answer. It isn't.


You don't even understand why the mod part was brought up do you? I literally even pointed this distinction out on the very response you are replying. Even when you yourself accepted the compartmentalization between technical and business choices -- even raised it.

Like a brick wall.

View PostQuicksilver Aberration, on 10 July 2025 - 08:12 PM, said:

Given MWO was new territory for PGI, yeah, them not accounting for everything isn't shocking.


We're at MW5: Clans now at the latest, and MW5 Mercs having it's Clan DLC -- that is by the way, still has dumb AI.

They aren't green to this mech-building stuff, this ain't new territory -- it is in fact the same territory they are treading over and over, for over a decade (12 years actually). I think we can hold them into account now.

Edited by The6thMessenger, 10 July 2025 - 08:41 PM.


#45 Quicksilver Aberration

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Posted 10 July 2025 - 08:39 PM

View PostThe6thMessenger, on 10 July 2025 - 08:20 PM, said:

Sure. But you can't just say "they don't model everything", or else you're going to have that AC20 locust spat at your face, every god damn time.

Sigh, your comprehension is rough, I said everything for 2-10 hardpoints, not 1, 10 different hardpoints (as in most sections have at most 10 crit slots available which means potentially 10 different guns to position). So you throwing that "in my face" is a meaningless throw, because it's not what I said or meant.

View PostThe6thMessenger, on 10 July 2025 - 08:20 PM, said:

You don't even understand why the mod part was brought up do you?

No, I understand, it is just a meaningless addition to your argument. You brought up some stuff about kitbashing being historic to gaming. Which kitbashing is historic to a lot of things (I mean a lot of sci-fi designs were kitbashed after all), that doesn't mean it works for all things all the time or just be accepted at face value.

#46 The6thMessenger

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Posted 10 July 2025 - 08:56 PM

View PostQuicksilver Aberration, on 10 July 2025 - 08:39 PM, said:

Sigh, your comprehension is rough, I said everything for 2-10 hardpoints, not 1, 10 different hardpoints (as in most sections have at most 10 crit slots available which means potentially 10 different guns to position). So you throwing that "in my face" is a meaningless throw, because it's not what I said or meant.


Interesting. Lets read back shall we?
Spoiler


Nope, nothing there. Someone's making stuff up to save face, and it ain't me.

Not to mention that, AC20 is actually 10 slot, so it CAN fit on a locust.

I doubt KV's claim on just "line of code" because it's obviously just a framework that he's already leveraging. But the recycling of meshes isn't far off.

So when you went with "neither are you", from someone who has a congruent experience in creating modular weapon system -- actually, yes, you have to account for those attachment, if you are to offer a modular platform, be it a weapon or a mech.

So when they do 10 hardpoints on a single component -- they have to. In fact, you can see this from many other weapon boats from the game, from the Stone Rhino, to the Hunchback, the only difference is that they haven't gotten that far with that much hardpoint.

One also quick note, If I remember correctly, the banshee has this cluster of 4 machine-guns, clumped together, while the ACs are scattered around the component. So yeah, it is possible to snap the weapon parts everywhere, if you really have to do KV's dumb omni-slots.

View PostQuicksilver Aberration, on 10 July 2025 - 08:39 PM, said:

No, I understand, it is just a meaningless addition to your argument. You brought up some stuff about kitbashing being historic to gaming. Which kitbashing is historic to a lot of things (I mean a lot of sci-fi designs were kitbashed after all), that doesn't mean it works for all things all the time or just be accepted at face value.


It's just as meaningless as "you don't know stuff because position", so maybe don't have those, and I won't respond as such.

Stupid question demands stupid responses and all.

Edited by The6thMessenger, 10 July 2025 - 09:14 PM.






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