Should we have different weapons stats for weapons made by different manufacturers?
#61
Posted 23 April 2012 - 07:26 AM
When this forum first came online there was a pretty in depth discussion about this and the possibilities it would bring, it'd also help against boating if weapons are loot based.
#62
Posted 23 April 2012 - 11:28 AM
I vote yes, but ONLY if it does NOT come at the delay of release. That means if you want to add it later or whatnot, you have my full support.
If they cannot add it without delaying release.....no.
#63
Posted 23 April 2012 - 11:30 AM
#66
Posted 23 April 2012 - 11:46 AM
screw_ball, on 23 April 2012 - 11:43 AM, said:
Hard? Typing a list of stats out and then writing a couple lines of code to reference said list for X weapon is hard? I had no idea.
#67
Posted 23 April 2012 - 08:55 PM
for instance.. PPC's.. when the first came out.. do you think they improved them? I know they would have.. so you can have something like.. Light PPC's, and Heavy PPC's.. Improvements to weapons, classes.. type of ammunition.. its endless..
Auto Cannons, with explosives rounds.. Depleted Uranium rounds.. or just hard slugs.. Explosive tipped ammunition for Gause Rifle..with different prices for different ammunition.. make it extreme expensive to fire of these bad boys off.. but its worth it.. kind of thing..
this is just one opinion.. but it could lead to endless game play, and endless Varients.. just a thought..
Edited by Kedma, 23 April 2012 - 08:57 PM.
#68
Posted 24 April 2012 - 07:31 AM
However, if a weapon from differeing manufacturers did include operational changes then every good change should be balanced by a correspondingly bad drawback. For example, The Martell Medium Laser is highly efficient at close range doing 1-point of extra damage when it is fired within its short range, but the weapon's optics cannot focus the beam properly over longer ranges and it suffers a 1-point loss to damage at medium and a 2-point loss to damage at long ranges.
#69
Posted 24 April 2012 - 07:55 AM
As for time... Ten seconds is a long time yes, but we're also dealing with mechs that do not turn on a button, are not the fastest thing around. Ten seconds /might/ be just enough time to fire a salvo and get the heck back under cover for a light or medium. If the firing time is shortened then it /destroys/ light and medium mechs, and the bigger mechs become king since they have more armor to weather the storm and can put out stupid amounts of fire in tiny amounts of time.
I know there are those who will say 'It is the same damage over that ten seconds' except it's not. That damage would spread all over the place, you could sweep an area and hope for head/cockpit shots much easier, and it completely changes the dynamic of the game.
One effective shot per ten seconds imho. Keep all weapons standard.
#70
Posted 24 April 2012 - 08:14 AM
#71
Posted 24 April 2012 - 08:41 AM
Long answer: FRACK NO!
It's too much added work for the developers. For those who are saying "just write the table, then code to call on that table" haven't given thought to those who need to write the tables.
Different stats mean different costs, different damage/heat/whatever. Different damage/heat/whatever means that another line of code needs to be called on for damage, another for heat etc etc.
Would it be nice to have? Sure, but it does nothing to add to the gameplay that we've all been waiting for other than to delay it.
Now instead of needing to code that an AC20 does 12 points of damage, 3 heat and weighs 16 tons a XYZ AC20 does 10 points of damage, 2 heat and 12 tons while a ABC AC20 does 14 points of damage, 5 heat, 17 tons etc etc FOR EVERY WEAPON SYSTEM.
I doubt the programmers would be chiming in overjoyed at the prospect of coding each system 2, 3 or more times almost the same.
#72
Posted 24 April 2012 - 08:53 AM
#73
Posted 24 April 2012 - 09:33 AM
If you want to say your medium laser is from a different brand? Cool, but it's still just a medium laser, and it still fires for the same damage as a medium laser.
Since they've already said they intend to stick as close to TT as they can while making it viable for an online game... I certainly hope we don't start getting oddball made up weapon damages and firing ratio's.
#74
Posted 24 April 2012 - 11:39 AM
As a programmer, I know that it's EASY to add a few variables for how much each individual weapons deviate from the standards. Point-wise, percentage-wise, etc. And it takes a byte or two for each weapon (precision's not a big deal, so floats suffice ), so it's very light-weight.
Now when you buy a weapon, it just gets "attributed" the variable, which is calculated, or randomized, or copy-pasted from a little table in a small database where all the weapons and manufacturers are listed.
It's also easy to make that database: just get the "historians" a.k.a. battletech know-alls to list the corporations, and add an ~1-3% deviation from standards for each company, along with maybe a ~0.5% deviation from that company's manufacturing standards. And this all delays launch for, oh, say about 15-45 minutes of programmer time (given good documentation ) and maybe 2-3 hours of "historian" time.
So, you've got about 2 less guys in the next alpha-test, big deal. It'll all get out on time. You got a very neat feature for little risk, which brings in immersion with almost no gameplay changes other than "my favorite PPC" and about 2 kb of overhead.
Just another note, this mechanic can also simulate wear and tear. You've had that PPC all your life, and it's capacitors have deteriorated a bit due to constant charging and discharging. Or that autocannon's barrel is a bit crooked from all those hits to the center torso on that battle on Styk.
The only good argument against this is a firm "no feature creep" from the dev's decision.
#75
Posted 24 April 2012 - 01:52 PM
Too much effort in man hours for returns that would at best bring questionable in actual gameplay returns.
It's not the data entry that will take too long; it's dealing with the unitended consequences beforehand and afterwards that make this insanely complex.
It's simply not worth it.
#77
Posted 24 April 2012 - 03:20 PM
but question here is
if more people vote yes,will actualy anybody from devs even think about maybe doing it? isnt this just like barking on moon?
Edited by neodym, 24 April 2012 - 03:22 PM.
#78
Posted 24 April 2012 - 03:30 PM
DocBach, on 24 April 2012 - 02:16 PM, said:
Not worth what? This game is free.
Well, for it to stay free to try, it would help if we didn't bog the admins and programmers down in nitpicky feature requests. Since the community is hoping to get some additional propulsion from the gaming community at large spending their entertainment dollars here, it may not make sense to invest a lot of effort in a complicated feature that only a few well-versed players will see as a benefit.
#79
Posted 24 April 2012 - 03:39 PM
Nowan123, on 24 April 2012 - 11:39 AM, said:
As a programmer, I know that it's EASY to add a few variables for how much each individual weapons deviate from the standards. Point-wise, percentage-wise, etc. And it takes a byte or two for each weapon (precision's not a big deal, so floats suffice ), so it's very light-weight.
Now when you buy a weapon, it just gets "attributed" the variable, which is calculated, or randomized, or copy-pasted from a little table in a small database where all the weapons and manufacturers are listed.
It's also easy to make that database: just get the "historians" a.k.a. battletech know-alls to list the corporations, and add an ~1-3% deviation from standards for each company, along with maybe a ~0.5% deviation from that company's manufacturing standards. And this all delays launch for, oh, say about 15-45 minutes of programmer time (given good documentation ) and maybe 2-3 hours of "historian" time.
So, you've got about 2 less guys in the next alpha-test, big deal. It'll all get out on time. You got a very neat feature for little risk, which brings in immersion with almost no gameplay changes other than "my favorite PPC" and about 2 kb of overhead.
Just another note, this mechanic can also simulate wear and tear. You've had that PPC all your life, and it's capacitors have deteriorated a bit due to constant charging and discharging. Or that autocannon's barrel is a bit crooked from all those hits to the center torso on that battle on Styk.
The only good argument against this is a firm "no feature creep" from the dev's decision.
Wyzak, on 24 April 2012 - 03:30 PM, said:
Well, for it to stay free to try, it would help if we didn't bog the admins and programmers down in nitpicky feature requests. Since the community is hoping to get some additional propulsion from the gaming community at large spending their entertainment dollars here, it may not make sense to invest a lot of effort in a complicated feature that only a few well-versed players will see as a benefit.
I'm sure if you wanted to squeeze out a little more performance from your 'mech for your play-style, and had 5 different weapon brands to choose from, each with different stats, you'd head straight to the store and then the Mechlab for tweaking and adjusting. I sure as hell know I would.
Edited by Volthorne, 24 April 2012 - 03:39 PM.
#80
Posted 24 April 2012 - 05:50 PM
It would add a whole lot more depth to the game, and ultimately the quest for gear is what keeps a lot of people involved in MMOs, so offering different "tiers" of equipment would add to the longevity of the game.
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