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Pilot skill or probabilistic hit locations?


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Poll: Pilot skill or equipment? (357 member(s) have cast votes)

How should hit locations be determined?

  1. Pilot skill: To the steadiest hand go the spoils. (185 votes [51.82%] - View)

    Percentage of vote: 51.82%

  2. Probabilistic: Those gyro stabilizers aren't perfect you know. (160 votes [44.82%] - View)

    Percentage of vote: 44.82%

  3. Target Designation Only: Declare targets like in TT game, let the firing computer do the rest. (12 votes [3.36%] - View)

    Percentage of vote: 3.36%

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#241 Deadbot1

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Posted 17 March 2012 - 03:57 AM

I'm going to say pilot skill.
PPC's should be expensive, hard to acquire, or be very slow rate of fire.
Lasers, while pinpoint, are damage over time. You have to not only hit but hold them on an area to get full effect.
Missiles should be probabilistic, with increasing odds based on equipment (targeting system upgrades).
Projectile weapons(Gauss rifle included) should be physics based.

Boating should be lessened by long recharge time on PPC's. Doesn't much matter if you have the biggest stick if you can't swing it. Lasers are pinpoint accurate...until you are getting knockback effects from a swarm of LRM's nailing you. Try holding a steady area then. Better yet..a good hard slam from an AC at close range.

Basically the answer lies in good physics modeling, both for firing and getting hit.

#242 cinco

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Posted 17 March 2012 - 11:02 AM

lasers are point weapons. i don't want them to land randomly.

"inside reticle" should only work for weapons like chainguns, missiles, etc.

#243 Nik Van Rhijn

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Posted 17 March 2012 - 01:15 PM

View Postcinco, on 17 March 2012 - 11:02 AM, said:

lasers are point weapons. i don't want them to land randomly.

"inside reticle" should only work for weapons like chainguns, missiles, etc.

Can you please explain what a "point" weapons. Also how does any inherent accuracy in the weapon overcome any inaccuracies due to the mount, the computer system etc? We have not used the term "random" at all.

#244 docmorningstar

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Posted 20 March 2012 - 02:01 AM

View PostBelisarius†, on 17 March 2012 - 01:54 AM, said:


Just for the record, I agreed with everything in this post. We were on exactly the same page, so I'm sure why we were arguing. Your points (with the possible exception of #6) are exactly how I want the game to be modelled. I think there's more than enough variability in that to make cone of fire uneccessary.

I do think trying to put realistic explanations to the TT rules is a futile exercise that has put many good men in mental hospitals. The fact is that the game was designed to be fun in a tabletop setting, by people interested in having only the vaguest coincidence with high school physics. ACs are a good example; in reality, heavy calibre shells go much, much further than light ones, unless you physically attempt to throw them. MWO should worry about what's believable in MWO.



I think I was more arguing with mechabuser :D . I agree that the TT rules aren't the way-to-go on a FPS sim/shooter (and that attempts to do this...have sucked).

As for #6 - it is a great way to capture the feeling long/medium/short rangedness of certain weapons from TT. short range for an AC20 is ~100m - max is ~300m. short range for an AC2 is ~250m and long range is ~700.

Previous MW games just made the weapons not reach any farther than their max range, but inside of that range, they were all 'the same' accuracy. That is a hard thing for the real long range guns (like the AC2) in that when *most* weapons are just coming into long range, the AC2 is at medium. That means it should be 'more' accurate, but with no dispersion effect, all weapons are the same accuracy once you get into range. So at 9 hexes, an AC20 is just as accurate as a LL. This should not be!

If you include an effect such that at the weapons TT 'short' range it feels like it is shooting *exactly* where you point it, at medium range, it is shooting 'ok', and at long range it is shooting 'not so good' and at longer-than-long range it 'sucks wind'; you will find people actually switching weapons, trying to force a particular engagement range, rather than 'just get in range and blast'.

I think that a slight CoD is a good way to get this effect without ******* people off too badly. Throw in different velocity shells, nonlinear damage dropoff for lasers, and some other fun things and you will get a dynamic play field.

Doc

#245 T0RC4ED

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Posted 20 March 2012 - 02:20 AM

I went with Pilot Skill. I want my shots attempting to go where I tell them. Obviously I want to see recoil, the sights doing a bit of figure 8 action, enviornmental variables, and all kinds of other stuff due to damage, heat and movement conditions. Targeting computers are great for missiles and IDF everything else should be left in the hands of the pilot.





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