Pht, on 04 February 2012 - 04:51 PM, said:
Um ... I had hoped it would be obvious that I'm not interested in a MW game that recreates the real world; I specifically said more than a few times that "Simulation" in this case is not a simulation of the "real world" and I even mentioned that a part of the attraction of an MW video game is the escapism factor.
A good simulation will take you to the point where you think it is real. And I'll grant you a point here, if that was what you wanted to express.
Pht, on 04 February 2012 - 04:51 PM, said:
If you feel this than you've missed one of the main points of the OP - that the BT universe is expressed in the tabletop system; and that it's the only valid place to go to to look for how 'Mechs, in hard numbers and data, behave... unless babcock and weismann roll in and start posting... lol.
I happily admit that I'm disagreeing with you in this point. The BT universe, in my opinion, is not expressed through the rules of the table top system. The TT's main purpose is to be a tactic and strategic game, whereas the BT universe goes way beyond that (giving, among other things, culture, history, and therefore reason and meaning to the confrontations). The TT, therefore, is rather rigid in applying rules to something that is highly volatile. Sure, the data sheets of the 'Mechs give us an understanding of how the 'Mechs are configured and their other technical capabilities, but the TT doesn't even closely grasp the pilot as pivotal element as it allots only two simple stats to him.
Pht, on 04 February 2012 - 04:51 PM, said:
Which paramaters are you referring to that the TT doesn't address? Surely you must have some in mind if you can say this. Speaking of which, which rules that apply for the TT "don't necessarily have to apply" ... and why don't they?
For example using different sensors. Playing the TT you can't just say you switch to thermal or magnetic sensors, because there aren't any rules for how to handle this information. In a video game you can. Humidity is another parameter. In the TT it is neglected, but it has an immense effect on the damage output of beam weapons (especially lasers), as they are coherent bundles of light, elevated in their energetic level. This means, the more particles there are between the beam's points of origination and destination, the less damage it will cause. The first parameter can easily be implemented into a video game, wheres the second is more educated... but just to give you two ends of a wide range.
What not necessarily has to apply for a video game? Line of sight. You basically don't need any rules for a line of sight in a video game... either you can see a target, or you can't. In terms of elevation and line of sight... the TT doesn't account for the scenario, that you can bend your 'Mech over over an edge and at least fire some of your weapons at an opponent. In the end I'll most likely end up giving almost exclusively examples where the pilot is neglected in the TT, but is a prime parameter in a video game.
Pht, on 04 February 2012 - 04:51 PM, said:
It's not a scientific approach - observe and experiment and theorize - it's a rational structure, which is a wholly different animal.
You're right... it is far from it. But the scientific method requires a rational structure backing your experiments, observations, and resulting hypotheses. This structure is called the null hypothesis. Research is a rational structure in itself... but this whole thing is way off topic. What I meant was simply, why do you have to mechanize the whole process? Others have formulated it different: What is the purpose of your OP? After all the replies you have given so far, I haven't come across a simple, clear statement as to what this thread is supposed to achieve (and please don't reply 'It's supposed to start a discussion on the topics I addressed in my OP').
Pht, on 04 February 2012 - 04:51 PM, said:
Just saying. It is futile to argue the topic "How does it feel like to command a 'Mech", simply because nobody knows. It is furthermore futile to address how technology we don't have nowadays would work under given assumptions. It is all speculation... and every system that tries to order those speculations doesn't magically transform them into hard facts.
Pht, on 04 February 2012 - 04:51 PM, said:
As do mine. I wonder how much your expectations and mine differ!
I'd say not too much... but that shouldn't come as a surprise as we're all talking about something that has accompanied our lives for years.
Anyways... I prefer a game that is true to the universe (i.e. its history, culture, mannerisms, and alike) over a game that is true to game mechanics of a TT game created some 30 years ago. And the reason is simple... the universe is vivid, has character, and characters I have come to like. The TT on the other hand is a set of rules, most of which can be outruled by instating house-rules. It's comparable to playing with a two dimensional object and ending up with a three dimensional object... it adds perspective. But if we start with a three dimensional object and play with it, the result might blow our minds.