Thanks,
edit: some clarification...
weapon convergence time is the time it takes say a weap on each arm going from being aimed at a long distance to adjusting to something 20 yard in front of you. before converging the weapons will hit the same distance apart as both arms are apart, after zeroing in, they will hit the same spot (where your target is pointed). when you have something targeted, the targeting computer would have to move actuators on the weapons/arms/etc to center on the target. Here are some examples of how to cancel each of these choices out in the game:
A: effectively have a smarter targeting system that starts zeroing in on the target closest to what you have your sights on, instead of actually needing to keep the target in your sites to keep the centering process going.
B: dont have any differences between variants of the same chassis as far as options for better targeting systems or heavier actuators.
C: dont have the targeting computer/actuators tied to mech xp.
somebody had a good point about it being varied by you taking a hit or moving fast/being bounced around, and i dont think i should add that to the poll, as that should happen to all mechs across the board independent of any convergence improvement options. i will add a none of the above option though, as that should be a valid choice.
and yes of course i am in the A B boat, because that is what i see as an even playing field, but most real time games have been moving to an xp advantage reward type of system, so i am just trying to see a distribution example that drives that kind of game development.
Edited by statler, 04 February 2012 - 10:12 AM.