Josef Nader, on 14 November 2012 - 11:17 AM, said:
Mechwarrior 3 solved this problem nicely. The default paper doll was a 3D representation of your mech that mirrored all your movements. If your torso twisted in the game, the 3D doll twisted to show you how you were positioned. It gave you a good sense of your mech's orientation without all of the negatives that come with a third person view. It's a great feature, I think, and insanely useful for new players to understand how their mech is behaving.
On top of that, torso/leg orientation hasn't been a problem for any of the new players I've introduced, and this is the first mech-sim for more than a few of them. This seems like using a sledgehammer to pound in furniture tacks. It causes a lot more damage than it fixes.
EDIT: In addition, training someone in third person view does nothing to train them in how to pilot and recognize orientation in first person view. You already have several indicators that show you your orientation. Make them more obvious and polish up your HUD a bit more before relying on such heavy-handed solutions to easily-fixable problems.
I second and emphasize this idea. This is such an elegant solution to two big aspects here:
1. Viewing Camo. Having your camo show up on your paperdoll solves that nicely. You can lock at your paperdoll with pride, and you can look at your enemy's paperdoll to see just what House you're fighting against before you see 'em up close.
2. Mech Mechanics and Damage. Being able to see the traversal of the torso and arms instantly allows you to understand how your control movements are translating into actual use. Also, by doing it this way, you avoid all concerns of seeing behind cover or behind your mech, since the only thing rendered is the mech itself. Use a colored frame around each mech component that changes from yellow to orange to red as armor blows, then shade in the texture in yellow, orange, red as internal gets hit.
I will also add my 2c on direct 3rd Person play:
Don't do it, why?
1. If optional, it splits the player base.
2. If mandatory, it deletes most of the playerbase, including me.
3. Even if optional, even if only for new players, they will get used to the inherent and unrealistic advantages and demand it after the "newbie period". This will
kill the community, guaranteed.
The community dies, the sales die. That is what your creditors MUST be made to understand.
DO:
1. Add INTERACTIVE tutorials. Almost every Mechwarrior game I've ever played had these and they were all VERY useful in learning the basics. How do you think we (the veteran players of the series) learned coordination of torso twist, jumpjets, and leg movement anyhow?
2. Add a TEST ARENA. Either populate with new players in Trial Mechs or completely empty with targets and a handling course. Make it FUN to learn how to play the game in a low-pressure environment, that will give players the CONFIDENCE to play the game in the high-pressure/high stakes team environment. This will give the new players that sense of "WOW, this game is AMAZING!"
I love this game's potential, I haven't been this stoked about a game in a long time, as long as the train doesn't derail from the tracks. Please, make this game for the FANS and word of mouth, pretty graphics, good competition and a deep meta game will compel the masses to stop by and stay and make those millions you need.
Edited by gedraxx, 14 November 2012 - 12:12 PM.