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Question: Should MWO be a Sim or a RPG?


68 replies to this topic

Poll: What game mechanics should MWO operate under? (104 member(s) have cast votes)

Should MWO operate like an RPG, or a simulator?

  1. RPG - Attacks will hit or miss based on a percentage chance (which may increase with XP), and they will hit whatever bodypart chance dictates (6 votes [5.77%])

    Percentage of vote: 5.77%

  2. Simulator - Shots will hit based on where you aim them, as appropriately affected by the environment and your Mech's stability. (98 votes [94.23%])

    Percentage of vote: 94.23%

Vote

#21 Felicitatem Parco

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Posted 21 January 2012 - 09:41 PM

View PostBlackfire1, on 21 January 2012 - 09:13 PM, said:

And why can't it be both?

It can't be both because TT rules do not allow targeting of specific body parts, nor do they support improved dice-rolling skills as you gain experience handling a pair of dice; a Simulator allows improved combat performance as you gain experience handling the controls of a Mech.

You can have a simulator with RPG elements, but an RPG is going to define combat effectivenes based on your base traits multiplied/modified by a random-number generator. If you drop the random-number generator, it's a Sim with RPG elements; if you keep the random-number generator, then it's an RPG with Sim elements.

Edited by Prosperity Park, 21 January 2012 - 09:43 PM.


#22 Graphite

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Posted 21 January 2012 - 09:56 PM

Your aiming hand is your RNG.

I personally wouldn't be interested in a first person rpg game.

#23 Vulpesveritas

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Posted 21 January 2012 - 10:10 PM

Sim. All the way. Gimme physics and skill.

#24 MuffinTop

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Posted 21 January 2012 - 10:33 PM

View PostVulpesveritas, on 21 January 2012 - 10:10 PM, said:

Sim. All the way. Gimme physics and skill.


My thoughts exactly, and if I can snipe with a gauss rifle later on in the timeline, then all the better.

#25 Graphite

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Posted 21 January 2012 - 10:42 PM

View PostProsperity Park, on 21 January 2012 - 09:41 PM, said:

... TT rules do not allow targeting of specific body parts...

Yes they do, if you have a TC.

#26 trycksh0t

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Posted 21 January 2012 - 11:07 PM

View PostGraphite, on 21 January 2012 - 10:42 PM, said:

Yes they do, if you have a TC.


I was just about to pull that one out also. Or if a 'Mech is prone and the pilot is unconcious.

#27 Kooroush Azartash

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Posted 21 January 2012 - 11:16 PM

MW:O should definitely be a combat simulator with the player as the mechwarrior. I've read about the persistent 'world', etc, and that is all very cool. But I definitely agree it would be cool to have some extra RPG elements. Perhaps it would be cool to be able to acquire gear, even for the pilot for example, to help manage heat build-up in the cockpit. I'm sure there could be other elements that could be added that would be just cool extras and perhaps not really necessary but just a little more immersive. But I excited enough with just what I've read that will be included.

#28 Dagrum Darkforge

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Posted 22 January 2012 - 12:16 AM

The way I'm thinking would be best if it is sim weapons fire hits where I aimed. But should be effected by many things like if my targeting systems got banged up by the last guy and im shooting wide. Or wind effecting ballistic weapons lasers hitting smoke and loseing strength anything that can happen in real life to a weapons system would add chalenge. Would also like to see over heating cause damage to weapon alignment making them not pin point after overheating and worse depending on how many times you did it.

Well thats my two cents

#29 Aleksandr Leroux

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Posted 22 January 2012 - 12:24 AM

Sim but there should be some extra random components to damage. How directly you hit them and what not.

#30 Omigir

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Posted 22 January 2012 - 03:31 AM

With as many Developer Blogs as there are that really gives you a good idea of what the Devs are going for, how is this thread even alive?

Its a Hybrid game, with a skill tree, and a sim feel and a FPS feel and a mixture of a little economy.. we need a VenDiagram! or what ever that little circle overlap chart thing is.

#31 DEVASTATOR

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Posted 22 January 2012 - 05:35 AM

View PostProsperity Park, on 21 January 2012 - 09:41 PM, said:

It can't be both because TT rules do not allow targeting of specific body parts, nor do they support improved dice-rolling skills as you gain experience handling a pair of dice; a Simulator allows improved combat performance as you gain experience handling the controls of a Mech.


This ain't the TT version though. Nor will it ever be. So it can be both if that's what gets created.

#32 Graphite

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Posted 22 January 2012 - 05:39 AM

View PostDEVASTATOR, on 22 January 2012 - 05:35 AM, said:


This ain't the TT version though. Nor will it ever be. So it can be both if that's what gets created.

You seem to be arguing some sort of ideological viewpoint now :D

You know perfectly well the devs are sticking as close to the TT rules as is practical (see my sig), and that MW and the TT game are two different representations of the same thing.

A sim is what most of us want, and a sim is what we're getting.

Edited by Graphite, 22 January 2012 - 05:41 AM.


#33 DEVASTATOR

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Posted 22 January 2012 - 05:54 AM

View PostGraphite, on 22 January 2012 - 05:39 AM, said:

You seem to be arguing some sort of ideological viewpoint now :D

You know perfectly well the devs are sticking as close to the TT rules as is practical (see my sig), and that MW and the TT game are two different representations of the same thing.

A sim is what most of us want, and a sim is what we're getting.



You have no idea what wer're getting just like the rest of us have no idea. What I know perfectly well is thsat the Devs will be deviating dramatically from the PnP version far more than they will be staying true to it. Unless you think they'll implement dice, turn based movement, use the exact damage points, armor values, etc. from the TRO's (which never worked in any PC game). Its nice that thye say they'll being staying as true to PnP as they can. I think most of us know that this means they'll be deviating a lot from the rules to ensure a playabkle game as there's no other way to do it. I've no doubt we'll see things common to the PnP verison inn the game. Every MW title has had some of this in it.

And since you're once again starting your posts with baiting this'll be thread #3 where I don't respond to your comments any more. One day you'll figure out how to conduct yourself online.

#34 Felicitatem Parco

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Posted 22 January 2012 - 09:02 AM

View PostGraphite, on 21 January 2012 - 10:42 PM, said:

Yes they do, if you have a TC.

View Posttrycksh0t, on 21 January 2012 - 11:07 PM, said:


I was just about to pull that one out also. Or if a 'Mech is prone and the pilot is unconcious.

Targeting Computers are Clan Tech (Clan Mongoose, specifically) and the Inner Sphere won't have them until the 3060's

So, if you want to Leg somebody, you need a Targeting Computer, and the Devs would have to exercise a little liberty in the BattleTech canon to get those bad boys distributed throughout the Inner Sphere in 3049.

Edited by Prosperity Park, 22 January 2012 - 09:04 AM.


#35 80sGlamRockSensation David Bowie

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Posted 22 January 2012 - 11:14 AM

Why would a "MechWarrior" ever be an RPG? Having RPG elements is one thing but I'll be damned if this turns into a game based on gear and how lucky I am at a % to hit.

#36 Felicitatem Parco

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Posted 22 January 2012 - 11:39 AM

Labels are important because they describe the content.

#37 Beo Wulf

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Posted 22 January 2012 - 11:44 AM

They've already said in an online interview that there will not be any percentage of missining added to aiming. Pointless question anyway since this is online I shoot you and you shoot me back, all this table top rules crap is stupid and won't apply. This isn't table top, this shouldn't be and they aren't making is a recreation of TT for a reason, all they have ever said is they are pulling ideas from it.

#38 Nils

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Posted 22 January 2012 - 11:49 AM

It is quite possible to work some RPG into a SIM.

for example, weapon accuracy (how exact on-reticule) you fire with certain weapons can be influenced by skill or traits...

Just saying, there's "room to wiggle" between the two.

#39 Felicitatem Parco

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Posted 22 January 2012 - 11:57 AM

View PostBeo Wulf, on 22 January 2012 - 11:44 AM, said:

They've already said in an online interview that there will not be any percentage of missining added to aiming.

They did? Cool! But where?

I'm not trying to call you out, I'd just like to read that interview. Could you please provide a link, or try and recall where you read it? Thanks :D

I mean, if that's true, then I'll just do what I can to close this thread.

Edited by Prosperity Park, 22 January 2012 - 11:58 AM.


#40 Omigir

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Posted 22 January 2012 - 12:06 PM

:\ im not going to lie, this thread does kind of worry me still.

Still, this game will apear to be allot of things, its takes a little from everything we already know. A skill tree (right now atleast 3 of them) is very RPG like. The fact you directly controll what your shooting is very FPS like, and the fact you operate/maintain a giant walking warmachine is very SIM like. Take your pick.

Side note, table top rules are *some* where in there. IE, heat, Med lasers, AC 2/5/10/20.. these things are all found in the table top and at the very least have some form of governing factor in how they work real world. Not just on pen and paper.





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