I don't call this game a sim, as much as I'd like to. I wanted a mech simulaiton, but this isn't it. A simulation is by definition a simulation of a system. Mechs are a system of systems. Simulating one doesn't necessarily mean simulating hydraulics and all the internals of one, but there needs to be some semblance of reality to be a simulation, and there is just too much abstraction in MWO. It's not necessarily bad, but MWO just doesn't have it. I've written on this a few times, but to summarize my points:
1. A true simulation of weapons and damage would involve a match against materials and weapon types/damage. What we have is a discrete based system of +/- damage to a piece of X armor that derives from the pen-n-paper game and not physics. It's very simplistic. I don't consider it a simulation, but a simplistic representation of a system. Blow the armor away, then yes, you could include hydraulics and damage to them too to improve the fidelity of the simulation, but I would be happier with having a more natural physics based damage engine.
2. ECM: True simulation, signal strength vs. jamming technologies and sensor dependencies. What we have is simple range calculations, with an on/off countermeasure.
3. Detection of mechs. True simulation would be based on every aspect of physics. Instead we have line-of-site only. I still find it impossible to believe I can hear a mech walking behind me, but my sensors can't pick it up and display it. True 3D sound would help some too.
There are other aspects of the game too, but those are the big three for me, and taken together they add up that MWO isn't a simulation, it's an abstraction of a realistic system that takes too many liberties and doesn't make sense with what physics should tell us. My comparison is that MWO is based on 20th century Earth technology, not some futuristic space faring civilization that has chosen to duke it out in Mechs instead of other methods of ground based vehicles. It's a little disappointing, though it can be fun in small amounts. I couldn't imaging spending hours and hours in it.
I disagree that you would need an external power source to power up a mech. I would hope a space faring race could create one small enough to power a mech.
By contrast, an arcade game suspends all belief in physics and just has fun with simplistic controls. Unfortunately for me and many like me, this is all too close to what MWO is. I understand that a space faring race should be able to create a very simplistic interface to control mechs, but the GUI in MWO and most mech games for that matter, is severely lacking in creativity and advanced software techniques. It doesn't even do what our current software can do today, like track (Edit: and engage) multiple targets, or display areas of uncertainty where our last position of an enemy was detected.
Edited by Darkstang, 26 December 2012 - 10:36 AM.