Dragon Lady, on 22 January 2012 - 06:03 PM, said:
Well, I'm hoping that they might use the compromise between RPG and FPS that was in the original Deus Ex: the character's skill, perhaps combined later with a targeting computer, determines how steady your targeting reticle is. Early in your career, your best chance of hitting is aiming at your target's center of mass. Later in the game, your aim is steady enough to have a reasonable chance of hitting what you're aiming for.
Yeah, something like this sounds good. I like the idea of hitting what I aim for, but the influence of different effects from wind drift and gravity, to mech jarring from movement, weapon impacts, damage sustained, etc. should go into account moreso than in the previous MW titles, and there should be a little recticle unsteadiness or random chance to miss/hit elsewhere on the mech, and some of that should be effected by pilot skill development (and pilot experience with that particular mech). A pilot with lots of piloting skill might hold their mech steadier while in motion, reducing aim penalties, one with accuracy/sniping skills might get less aimpoint wiggle or less chance for their shot to deviate, one with sensor skills might get better targetting ranges and a better zoom ability to place shots, etc. For alpha-strikes/grouped weapons, each weapon's point of impact should be calculated independently, so laser boats see challenges to concentrating their fire, just as much as gauss snipers shouldn't have perfect headshot chances at max range.