Deadoon, on 24 December 2012 - 07:43 PM, said:
The thing is, we are already recieving the near full benifits of c3 already.
Strange; I wonder how they're justifying it.
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the reason why I was suggesting that form of implementation of c3i was due to the fact that you have to take into account out of game measures such as team speak when adding a communication or information distribution system. I was speaking about, since c3 is already implemented in the sense of we are already befitting from it without it being a separate entity.
Normally I would agree, but C3 was built and balanced to go alongside a gaming system where everyone already virtually knew everything from a bird's eye view anyways. C3 should work well even with TS3 in play; it already accounts for that kind of information passage; even units without C3 benefit from being able to "talk on the radio" with c3 equipped units. They just don't (and should not) get the extra benefits.
Thirdstar, on 24 December 2012 - 10:53 PM, said:
This is a good point. TT isn't some sort of Holy Gold Standard that needs to be adhered to just because.
It's not to be adhered to "just because" - and virtually nobody has said such.
Most importantly, we expect truth in advertising; and when you name your game MechWarrior...
Mech - an armored bipedal (or four legged) and armed combat unit - from the BT universe
Warrior - someone who engages in combat, in this case, by piloting said armored combat unit from the BTU.
So, what defines how the 'Mechs behave/perform in combat in the BTU? The TTRs. YES, the ttrs. Even the novel writers have to conform to them - to the point that they find it annoying. This has been confirmed from people who help to maintain the lore over at Catalyst, and besides which, the TT game came first - the novels after, and the novels have have overwhelmingly conformed the combat behavior of the 'mechs to the boundaries that the TTr's describe... and this is not an un-fun or a bad thing for gameplay.
See link for an example of how to implement in a real-time VG format:
http://mwomercs.com/...different-idea/
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TT was also easily munchkined. If TT mechanics were like MWO you'd be damn sure people would be creating the same setups you find here.
Every gaming system ever created is subject to abuse. That's not a vaid way to decide between which systems to use. It should also be pointed out that we already know most of the ways that people munch stuff out in the TT game and thus can control for most of them (for instance, see my mechlab link in my sig; it addresses boating pretty well).
Vermaxx, on 24 December 2012 - 11:05 PM, said:
Tabletop let you easily make mechs that never overheated. Granted, we have three times the rate of fire on average, but there you go.
The construction rules, yes, made it very easy to do so. But those rules weren't intended to be used with already built 'Mechs. The customization rules are not so easy to work with as the outright construction rules; and besides, a good GM would tend to make people pay for boating - boats are easy to use, yes, but they're one-trick ponies.
CypherHalo, on 24 December 2012 - 11:10 PM, said:
You are . . . well, I'll just say wrong. I'm sick and tired of people complaining that any changes away from the TT are an attempt to make this game into some standard FPS.
I didn't post that "
any changes from the TT are an attempt to make the game into yet another FPS."
I very specifically pointed out the hit-tables not being implemented - it is the hit tables that describe the ultimate ability of the 'Mechs to align their weapons to hit whatever target the MechWarrior is indicating with their reticule.
I also didn't point out the other obvious mechanic, the to-hit rolls inherent for each individual weapon, for instance, the heavy large lasers being less accurate, thus incurring +1 on 2d6, pulse lasers being -2 on 2d6, more accurate (no, the MechWarrior's gunnery skill rolls SHOULD NOT AND DO NOT belong in an MW video game).
These two mechanics describe in mathematical terms, based upon whatever condition your 'Mech is encountering when you pull the triggers, your 'Mechs combat capability.
Ignoring these mechanics and replacing them with a directly-mouse controlled reticule for the arm weapons and a slower tracking reticule for the non-arm weapons, of necessity, makes the current implementation... a variety of FPS, instead of a first-person armored combat piloting simulator.
There's no simulation of the gunnery skills part of piloting the armored combat unit know as a BattleMech in the game.
You're piloting a mouse with any non-arm mounted weapons time-lagged behind the directly mouse-linked arm weapons.
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What I want, the only thing I want, is for this game to be FUN.
... And somehow ... I don't?
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I don't care about the TT rules or the minutiae of the lore. So long as you have some of the basics, mechs, heat, the familiar weapons, that's all I need. Everything beyond that should be crafted towards making the game FUN. If the game isn't FUN, why play?
... and If the game were setup with genuine 'Mech combat ability simulation, you'd have what you wanted, and you wouldn't have to know the minutiae to play the game.
Edited by Pht, 26 December 2012 - 06:48 PM.