

Why is sticking to TT rules so Important to TT players?
#101
Posted 09 August 2012 - 11:05 PM
clarification - table top is just that, table top. some buds, some pretzels, some paper and pencils and some dice for 4 to 6 hours poking fun at the world and kicking each others butts.
video is video. its close but (other than mega mek) I am not seeing a video version that can be table top, it just doesnt work (as explained partially by one of the devs earlier in this thread.) too much happening too fast. If we slow it waaaaay down then its no fun.
We could, I guess, just ALL play table top and use those neat little video cams that come on laptops now days and call that a TRUE video version of table top (said tongue in cheek)
Again, I like them BOTH, they are different animals, different ways of implementing the same lore. The Devs here (obviously) are TT fans (or none of this would be here) and are doing their best to bring TT to a live video version, but it just doesnt work like table top.
I suggest we all enjoy both. you know, cake and eat it?
#102
Posted 09 August 2012 - 11:27 PM
Haroldwolf, on 09 August 2012 - 09:46 AM, said:
Piranha decided to not follow all the TT rules. We, that is the community, either like it and play the game or hate it and play something else.
Personally I don't like how they implimented hard point restrictions but it's way too late to influence them and show them the error of their ways.
I disagree with this. Hardpoint restrictions are a great idea. It stops people putting 20 medium pulse lasers on a Atlas.
(Even thou several players have modified their hunchback's this way.)
#103
Posted 09 August 2012 - 11:44 PM
Alex Wolfe, on 09 August 2012 - 09:34 AM, said:
Nostalgia implies that we don't still play it. That's a silly assumption.
I understand that some things have to change. It's real-time, and skill-based, and played from a totally different perspective. It would still be cool to see them almost completely implemented with only necessary changes, but this isn't tabletop, and for the sake of a game that is accessible without requiring a working knowledge of the core rule books to play effectively, that just can't happen. They'll get close, I'm sure. Maybe not as close as some BT/MW games before it, but almost certainly closer than many others.
Now, what'd I'd /really/ like to see is a MW game based more on the RPG by the same name. Hop out, run around, pilot other things, be a mechanic, chill in a bar, get out of your seat and take a **** in the back of your Timberwolf's cockpit, smash your reactor coolant control system and turn your mech into a bomb-on-legs.../that/ would be a game I'd stop playing everything else for.
#104
Posted 09 August 2012 - 11:56 PM
There was a game that in a way did that to Chess what MW games are trying to do to Battletech - it was ARCHON. A brilliant game. That looked a little like chess and was really good fun.
Btw, I don't get all the people saying MW:2 was good / close to TT. I remember putting two (or more) rotary Autocannons on any heavy / assault mech, topping up with ammo and killing any mech in a few seconds... Balanced? Not really.
#105
Posted 10 August 2012 - 12:30 AM
Dar1ng One, on 09 August 2012 - 11:27 PM, said:
I disagree with this. Hardpoint restrictions are a great idea. It stops people putting 20 medium pulse lasers on a Atlas.
(Even thou several players have modified their hunchback's this way.)
And Hardpoint restrictions are the best (at least a very easy) way to distinguish "old fashioned" Battlemechs from "modern" Omni-Mechs.

But that is just my guess.

Edited by Schwarzer Adler, 10 August 2012 - 12:32 AM.
#106
Posted 10 August 2012 - 12:31 AM
Gorheru, on 09 August 2012 - 11:56 PM, said:
Btw, I don't get all the people saying MW:2 was good / close to TT. I remember putting two (or more) rotary Autocannons on any heavy / assault mech, topping up with ammo and killing any mech in a few seconds... Balanced? Not really.
MW2 never had RAC's.
#108
Posted 10 August 2012 - 03:59 AM
Resist The Dawn, on 09 August 2012 - 09:21 AM, said:
And ya know what Happened? Nobody Panicked. Some of the Tabletop players grumbled a bit, but nobody acted like THQ had murdered their first born or anything. So what I'm asking is, why do Battletech players get so upset about things like this? Do you want a good game or not?
Because Battletech is the space equivalent of D&D with all the **** nerd-dom that entails. Also, it means that they won't have the edge over newbs they think they deserve from years of exposure and and in depth knowledge of the TT game.
#109
Posted 10 August 2012 - 05:39 AM
P.S. They're not really balanced, as some sort of absolute, you're simply used to the current set of trade offs for various weapons and mechs.
#110
Posted 10 August 2012 - 06:09 AM

Seriously though, if there were no changes to the table top rules, only the most elite and lucky of the elite would ever get to have fun for any duration of time. After one or two fights, your 'mech would be damaged beyond repair and you would be a dispossessed pilot begging for handouts on the streets of Solaris. It costs HOW MUCH to replace my engine? Umm... Will you take a check?

I have not made it into beta yet, but I can think of some rules that would need to change to translate over into a video game. Many of which were done in previous incarnations. Head armor for example would probably need to be thickened up. Think of the Battlemaster with his huge chrome dome begging for a gauss rifle slug. On the table-top head shots are lucky hits, but in video games, there are rail-gun gods who can pinpoint shots pretty easily.
There will be deviations from the rules. The deviations that are made are because someone thinks it makes a better, more fun game.
- Eck
#111
Posted 10 August 2012 - 06:23 AM
Protoculture, on 10 August 2012 - 03:59 AM, said:
Because Battletech is the space equivalent of D&D with all the **** nerd-dom that entails. Also, it means that they won't have the edge over newbs they think they deserve from years of exposure and and in depth knowledge of the TT game.
I can't wait till school starts back up.
#112
Posted 10 August 2012 - 06:29 AM
justin xiang, on 09 August 2012 - 09:50 AM, said:
I thought I was the only one who's played ARMA/Operation Flashpoint. Now THAT's the type of sim all other should aspire to.
#113
Posted 10 August 2012 - 06:48 AM
Resist The Dawn, on 09 August 2012 - 09:21 AM, said:
And ya know what Happened? Nobody Panicked. Some of the Tabletop players grumbled a bit, but nobody acted like THQ had murdered their first born or anything. So what I'm asking is, why do Battletech players get so upset about things like this? Do you want a good game or not?
First let me state that I was a TT player, no longer, no time. I loved the TT game and the rules were well balanced for the TT game. You bring that strict rule set to a simulator, now things change. Changes must be made to maintain real balance. If they stuck strait to the TT rules then the game would suck.. Some of us understand that.. So don't drop us all into that bucket.
#114
Posted 10 August 2012 - 07:01 AM
In fact, depsite this endlessly popping up, PGI have stated all along that they intend to implement the tabletop rules unless they need to be altered for gameplay or balance reasons. So, things like the hit locations on mechs, the ranges for weapons and so on are being translated to the game with little if any real change. I can't discuss the details (nor can anyone else in the beta, obviously) but so far the only changes I have witnessed are apparent in the videos you have seen and have to do with the fact that it's a real time game, not a turn based one, so rates of fire had to be translated, for example.
#115
Posted 10 August 2012 - 07:37 AM
Over the past twenty years, most the TT fans that I spoken to are fairly laid back when it comes to the translation of TT into a video game. We generally accept that some changes are necessary and even beneficial. What we don't want is for changes to be made arbitrarily without proper consideration as to why a rule was there in the first place or in regards to the potential side-effects of such changes. Further, there are many rules were not simply a concession to the limitations of the TT format but rather because they helped define the setting or specifically added flavor.
It is understandable that many want MWO to be as realistic and as 'modernized' as possible and that is fine. However, there is the temptation to 'fix' Battletech and past experience has shown that doing so usually takes away more than it adds. It is a fine line that is easily crossed and it is that point that so many TT fans are so adamantly against.
#116
Posted 10 August 2012 - 07:52 AM
In short we believe if we can bring the spirit of it to life, a mulititude of players who never had the patience or imagination to sit at a table and roll dice for hours will be drawn in to this and come to love it. Also we believe if it ain't broke no need to get a big hammer and beat on it hoping to fix it.
#117
Posted 10 August 2012 - 08:13 AM
Alex Wolfe, on 09 August 2012 - 11:05 AM, said:
In every game, both MechWarrior and MechCommander, I can take a look at the options, take a guess how they'll perform and it'll be pretty close, even without the hex grid. Just like adaptations should be, be it books, movies or different games.
I disagree. The PPC is not portrayed anywhere close to a blue bolt of lightning.
#118
Posted 10 August 2012 - 08:27 AM
Edited by Isingdeath, 10 August 2012 - 08:28 AM.
#119
Posted 10 August 2012 - 08:36 AM
Resist The Dawn, on 09 August 2012 - 09:21 AM, said:
You'd understand if you were a Battletech Tabletop player. You haven't outright said you're not, but I can come to the assumption since Battletech Tabletop is suspiciously absent from your list of played tabletop games. Of course you won't understand when you're not coming from the same background.
For the record, I got into tabletop because I thought MW4's weapons and customization system were terrible and the story was lacking, and the rumored Mechwarrior 5 project got canned very quickly. I'm not one of the old guard - I got into the game because of the Mechwarrior games, and moreover, how they'd been mistreated by Microsoft.
Resist The Dawn, on 09 August 2012 - 09:21 AM, said:
Battletech players tend to think it takes away from gameplay, since Battletech tabletop has always been a competitive multiplayer game that was designed to be balanced, and unlike many other minis games which get written and rewritten, BT has remained nearly a carbon copy of the original made in 1984. The rules are just that robust, and that well made, that it doesn't NEED major revisions. The biggest revision we've seen in tabletop was Total Warfare, but those were mostly just fixes on terrain rules, a shuffling of what is and isn't tournament legal or expanded rules, and tweaking non-mech units (which people seem to rarely use) to be more durable in a fight.
Myself, I agree that I want the game to stay as true to the tabletop (and by extension, the Canon) as possible. We are in Beta, so there will be tweaks as necessary. There are still some concepts I've seen (let's say... in the Youtube video leaks... Yeah... That's it) that I disagree with, but we're still in beta stage. Most of all, as a battletech player and long time mechwarrior fan, this game does two things:
- Bring the core concepts and mechanics of the Tabletop game into a computer game format so that drawing the interest of new players to Tabletop is easier to do.
- Maintains balanced gameplay, so no build is so much better than another that it would be suicide to take anything but. (Not having this renders the game like Mechwarrior 4 multiplayer that I hate so much - Find big chassis with jumpjets and poptart from behind a hill = autowin = taking anything but one of five assault 'mech chassis with clan ERLLas+cGR amounts to suicide)
Edited by ice trey, 10 August 2012 - 08:37 AM.
#120
Posted 10 August 2012 - 08:49 AM
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