![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/lonewolf.png)
Will We Ever Slow Down When Going Uphill?
#1
Posted 19 December 2012 - 01:56 PM
#2
Posted 19 December 2012 - 01:59 PM
#3
Posted 19 December 2012 - 02:00 PM
Volez, on 19 December 2012 - 01:59 PM, said:
Sorry didnt mean it that way
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
I just think that the terrain has little impact on manuvering when you can just run right over it. Some hills dont even look like I should be able to I just fly right up..
#4
Posted 19 December 2012 - 02:01 PM
Most people that play MWO, want an authentic battlemech simulation experience with a massive meta-game, to basically recreate the inner sphere universe experience from start to.....the jihad era.
That includes mechs that operate as they do in the tabletop, books, and lore.
of course that is what I want... LOL
#5
Posted 19 December 2012 - 02:02 PM
#6
Posted 19 December 2012 - 02:02 PM
Dakkath, on 19 December 2012 - 02:01 PM, said:
Most people that play MWO, want an authentic battlemech simulation experience with a massive meta-game, to basically recreate the inner sphere universe experience from start to.....the jihad era.
That includes mechs that operate as they do in the tabletop, books, and lore.
of course that is what I want... LOL
Ah thanks you put it better than me! - Correct physics for the terrain - not just hills.. why dont we slow down when submerged to our waists in water?
#7
Posted 19 December 2012 - 02:02 PM
#8
Posted 19 December 2012 - 02:05 PM
#9
Posted 19 December 2012 - 02:24 PM
Dakkath, on 19 December 2012 - 02:01 PM, said:
Most people that play MWO, want an authentic battlemech simulation experience with a massive meta-game, to basically recreate the inner sphere universe experience from start to.....the jihad era.
That includes mechs that operate as they do in the tabletop, books, and lore.
of course that is what I want... LOL
What you describe is exactly what roleplaying is. You would prefer it if the game would be less balanced and PVP oriented and instead be more realistic/simulation. That pretty much is the definition of roleplaying.
#10
Posted 19 December 2012 - 02:27 PM
HighlandCoo, on 19 December 2012 - 01:56 PM, said:
Once proper physics are implemented, sure. We don't even have collisions at the moment.
CryEngine supports some pretty powerful features, but you have to tie into it in order to utilize it, and we just ain't there yet; sorry.
#11
Posted 19 December 2012 - 02:29 PM
Volez, on 19 December 2012 - 02:24 PM, said:
What you describe is exactly what roleplaying is. You would prefer it if the game would be less balanced and PVP oriented and instead be more realistic/simulation. That pretty much is the definition of roleplaying.
lol what?
#12
Posted 19 December 2012 - 02:30 PM
Volez, on 19 December 2012 - 02:24 PM, said:
What you describe is exactly what roleplaying is. You would prefer it if the game would be less balanced and PVP oriented and instead be more realistic/simulation. That pretty much is the definition of roleplaying.
Lol no. Role playing is just that - playing a role, as in pretending to be someone you aren't (usually).
Realism is what they are talking about. Realism is a characteristic of simulation games and others. Physical realism is not usually a characteristic of role playing games.
Mwo needs more realistic physics wherever possible. . Here here. This will increase the tactical options and increase immersion.
#13
Posted 19 December 2012 - 02:35 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
#14
Posted 19 December 2012 - 02:38 PM
#16
Posted 19 December 2012 - 02:40 PM
Dakkath, on 19 December 2012 - 02:01 PM, said:
Most people that play MWO, want an authentic battlemech simulation experience with a massive meta-game, to basically recreate the inner sphere universe experience from start to.....the jihad era.
That includes mechs that operate as they do in the tabletop, books, and lore.
of course that is what I want... LOL
I know I want an authentic battle mechanoid experience.
When will heat dissipate faster as heat builds up?
When will ballistic weapons have realistic ranges?
When will missiles be any where near as accurate as modern systems?
When will sitting my mech in water allow me to use the surrounding liquid as a giant heat sink?
When will I be able to set convergence?
The lack of these things mean the game is an arcade mech piloting game.
To call this a simulation is incredibly warped definition of what the simulation genre is supposed to be.
'simulating' a fantasy environment where physics do what ever the hell you want because 'battle tech' doesn't make it a 'sim'
it makes it an arcade fantasy world.
Edited by Sifright, 19 December 2012 - 02:41 PM.
#17
Posted 19 December 2012 - 02:46 PM
Sifright, on 19 December 2012 - 02:40 PM, said:
I know I want an authentic battle mechanoid experience.
When will heat dissipate faster as heat builds up?
When will ballistic weapons have realistic ranges?
When will missiles be any where near as accurate as modern systems?
When will sitting my mech in water allow me to use the surrounding liquid as a giant heat sink?
When will I be able to set convergence?
The lack of these things mean the game is an arcade mech piloting game.
To call this a simulation is incredibly warped definition of what the simulation genre is supposed to be.
'simulating' a fantasy environment where physics do what ever the hell you want because 'battle tech' doesn't make it a 'sim'
it makes it an arcade fantasy world.
Actually, you're quite off base here. A "sim" can simulate a fictional environment. The difference between a sim and arcade style games is how successfully a game adheres to the physics of the fictional environment, in the case of a physical simulator like mwo. Things like fidelity, consistency and depth make a game a sim, not whether the circumstances being simulated are fictional or not.
I don't think mwo is a "straight up" simulator by any means, but it has many simulator like elements, and would benefit from more.
Edited by Desrtfox, 19 December 2012 - 02:49 PM.
#18
Posted 19 December 2012 - 02:50 PM
Wolfways, on 19 December 2012 - 02:29 PM, said:
Desrtfox, on 19 December 2012 - 02:30 PM, said:
Realism is what they are talking about. Realism is a characteristic of simulation games and others. Physical realism is not usually a characteristic of role playing games.
Mwo needs more realistic physics wherever possible. . Here here. This will increase the tactical options and increase immersion.
Realism and simulation = roleplaying. You prefer playing the role a giant fighter robot pilot and have a nice realistic experience over a gameplay oriented PVP game. You are a roleplayer.
Also, in theory terrain affecting speed could indeed make for nice tactical gameplay but with the current maps and mechs it will be impossible. The game would be so imbalanced and "gear over skill" oriented that they might as well start over and make a complete new game.
Didnt you ever notice that pretty much all top e-sports are mobility for max skillcap over realism?
#19
Posted 19 December 2012 - 02:53 PM
You're still wrong.
Volez, on 19 December 2012 - 02:50 PM, said:
Also, in theory terrain affecting speed could indeed make for nice tactical gameplay but with the current maps and mechs it will be impossible. The game would be so imbalanced and "gear over skill" oriented that they might as well start over and make a complete new game.
Didnt you ever notice that pretty much all top e-sports are mobility for max skillcap over realism?
Edited by Desrtfox, 19 December 2012 - 02:53 PM.
#20
Posted 19 December 2012 - 02:55 PM
Volez, on 19 December 2012 - 02:50 PM, said:
Realism and simulation = roleplaying. You prefer playing the role a giant fighter robot pilot and have a nice realistic experience over a gameplay oriented PVP game. You are a roleplayer.
Also, in theory terrain affecting speed could indeed make for nice tactical gameplay but with the current maps and mechs it will be impossible. The game would be so imbalanced and "gear over skill" oriented that they might as well start over and make a complete new game.
Didnt you ever notice that pretty much all top e-sports are mobility for max skillcap over realism?
just no...i too am baffled how you think role-playing is at all related to this topic...
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users