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Table Top Vs Online


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Poll: TT VS Online (599 member(s) have cast votes)

Should the game try to balance more towards the tabletop version

  1. Yes (246 votes [41.07%])

    Percentage of vote: 41.07%

  2. No (286 votes [47.75%])

    Percentage of vote: 47.75%

  3. It is (44 votes [7.35%])

    Percentage of vote: 7.35%

  4. Whats the tabletop version (23 votes [3.84%])

    Percentage of vote: 3.84%

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#101 Indoorsman

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Posted 28 December 2012 - 03:16 PM

View PostTigridMorte, on 28 December 2012 - 07:00 AM, said:

Sorry, "not a board game" folks. This is a board game. Virtual map and computer shaking the dice does not change that.

The only significant adaptation required was to deal with getting better at aiming more quickly than a Table Top pilot would.
And guess what, Table Top had rules to simulate that too!
So add in more movement related shake, increase the size of the maps, adjust the damage/heat the same as you adjust the rate of fire, and decrease the to hit boxes as required. Bingo FPS based upon Battletech, Mechwarrior, rather than Mech Brawler Online.

Like "Mech Brawler Online" great. Nothing wrong with that. This game as they made it is fun. It just is not Mechwarrior.
Sorry if that disillusions you and your love of sub 300 meter brawling.


Sorry board game guy, your board game wouldn't be balanced w/o BV. Which it has, so it's balanced. MWO doesn't and won't have BV so it would not be balanced with TT rules/values. The heirarchy is what's important, weapon A>B>C, and as far as I know they are doing that, except maybe for ECM etc. There is still work to be done, let's not expect an unfinished product to be perfect yet :-o

#102 Lykaon

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Posted 28 December 2012 - 04:36 PM

The only stats that need to remain true to table top are the following.

Recognizable appearance of mechs.

Mech names tonnage and varients

Tonnage and critical of any given weapon or equipable item.

Basic functionality of the system.A laser should shoot a laser a missile should be a missile.

Without retaining these few guidelines the game will not be a mechwarrior title just a giant robot FPS.


Anything else like heat per shot,damage output,range or recycle times on weapons are all open to ballance for a video game.

#103 Joseph Mallan

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Posted 28 December 2012 - 04:50 PM

View PostIndoorsman, on 28 December 2012 - 03:16 PM, said:


Sorry board game guy, your board game wouldn't be balanced w/o BV. Which it has, so it's balanced. MWO doesn't and won't have BV so it would not be balanced with TT rules/values. The heirarchy is what's important, weapon A>B>C, and as far as I know they are doing that, except maybe for ECM etc. There is still work to be done, let's not expect an unfinished product to be perfect yet :-o

I was playing BattleTech Before BV. You can balance without BV. And the original BV system was broken so bad the had to change it.

I do follow your hierarchy principle though.

#104 PiemasterXL

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Posted 28 December 2012 - 05:08 PM

You can't flip the table when you roll poorly in this game. We need some sort of "uckfay this!" measure, when it's 7 v 1 and you just want to ruin the game for everybody.

#105 Pht

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Posted 28 December 2012 - 06:55 PM

View Postkeith, on 26 December 2012 - 06:59 PM, said:

pls wait while i turn my mech 60 degrees to get into a firing arc. next let me get out a dice to see if my hand will press the mouse to hit u in the head.


Than wait while people post things that nobody's been proposing, lampoon them, and than act like they've somehow managed to argue against something they've not even argued against.

I guess off-topic sarcasm is more popular than refuting something that people have actually been posting.

View PostNauht, on 26 December 2012 - 07:00 PM, said:

You have to remember they started with TT values.


They didn't pick up the TT combat system stuff that simulates the 'Mechs.

Things break very badly when you try and take numbers out of a system they're balanced for and put them into another combat system that is not built for those numbers.

Quote

They found out early on that TT armour values don't work. No-one liked being shut out of a match in he first 30 secs due to one alpha, hence double armour values.


The direct reason the alphas are so dangerous is because there's no simulation in the game of the 'Mech's ability to handle its weapons to hit what's being indicated by the MechWarrior.

When you have more weapons hitting singular armor panels than the numbers were ever designed to absorb ... OF COURSE things will be broken.


View PostSandslice, on 26 December 2012 - 07:36 PM, said:

Every physical and mental stress imposed on a tank crew AND many of those imposed on fighter pilots are experienced by a MechWarrior. On the tabletop, this is reflected in not always having "stable" hit locations - things beyond misguessing your opponent's twitch reaction have an impact. Sweat in your eyes, your 'Mech's gait, the effects of localised ECM or EMP on your targeting systems, all of them contribute to attacks that deal damage, but not always where you want it.


The normal hit location tables represent the ultimate capabilities of the 'Mech, not the MechWarrior. The called shot hit- location tables represent the skill (or lack thereof) of the 'Mechwarrior in helping his 'Mech to concentrate it's fire.

Edited by Pht, 01 January 2013 - 06:07 PM.


#106 Pht

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Posted 28 December 2012 - 07:10 PM

View PostRyvucz, on 26 December 2012 - 11:10 PM, said:

This may interest those of you who love Table Top.

http://mwtactics.com/


This has nothing to do with the current discussion.

View PostVoid Angel, on 26 December 2012 - 11:08 PM, said:

What you are asking for is more properly termed "MechCommander Online."


No, we (or I, at least) are not asking for the tabletop FORMAT online.

What is being asked for is a first person real time armored unit combat piloting simulator, where the 'Mechs are based off of the tabletop.

This is an entirely reasonable thing to ask for and it is entirely possible to convert the gaming system from the TT that makes it fun (and has done so for over 20 years); furthermore, the 'Mechs in the lore, outside of author ignorance/fiat perform in combat in ways that are defined/limited by the TTrs.

As for the (usually thoughtlessly tossed about) mantra about real time vs turn based - so far, NOBODY has ever shown how this argument is valid. Even the problem with the 10 second recycle times has been overcome; simply adjust the heat appropriately.

Quote

All the... verbiage... about battle computers and et cetera is just silly; it doesn't take a lot of computer enhancement to keep a laser on a slow-moving target - obviously the computer is controlling the specific aiming, but the pilot is telling the computer where to shoot.


If you don't want a BTUniverse based 'mech, that's fine. Just don't expect everyone else to agree with you when you try and stuff a non-BTU behaving mech into the BTU box.

In all of the novels and fluff the lasers always rake, outside of author fiat. Besides which, most people do not account for the fact that the lasers in the BTU have to have an on time to do their battlefield rated damage.

Furthermore, 'Mechs are not slow targets. They get up to full speed in 15-30 meters, regardless of their size. No, they don't twitch across the map like gundams, but they are still pretty quick and more important, hard to predict.

View PostChunkylad, on 27 December 2012 - 02:06 AM, said:

Plus dice rolls take some of the fun out the combat


Nobody's asking for dice rolls where pilot skills come into play. What's wanted is simulation of the 'Mech's combat ability.


View PostTarman, on 27 December 2012 - 03:48 AM, said:

Porting the TT ruleset verbatim doesn't necessarily bring the flavour.


It's the TTRs - the combat system and balance - that gives the flavor/feelings ... whatever nebulous word to the game.

View PostCypherHalo, on 27 December 2012 - 05:43 AM, said:

No no no and no. I was not even aware there was a TT version of this game and neither are lots of people. PGI should feel free to use whatever they think works from the TT but there is no reason to slavishly copy it or be bound by it. This is not Mechwarrior: The Online Table-Top Experience. If you love the TT game, God bless you and I'm happy for you but this is a video game and should be focused only on creating a fun video game experience, not be bound by the rules and conventions of the TT game.


You seem to be presuming a first-person real time armored combat unit piloting simulator of a BTUniverse 'Mech wouldn't be fun...


... you'd be wrong to presume such.

Edited by Pht, 28 December 2012 - 07:15 PM.


#107 Helbourne

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Posted 28 December 2012 - 07:23 PM

Ditto what Pht just has said.

#108 Ryvucz

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Posted 28 December 2012 - 07:48 PM

View PostPht, on 28 December 2012 - 07:10 PM, said:


This has nothing to do with the current discussion.



Are you sure? Topic looks like the poster wants Table Top values, the link I provided is a much closer iteration of the Table Top game so many people complain MWO doesn't have.

It's even turn based!

#109 Void Angel

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Posted 28 December 2012 - 10:21 PM

I think I have whiplash. People are going from
"You changed [insert equipment list here] and now it's not Battletech, because you changed the rules!"
straight to

View PostPht, on 28 December 2012 - 07:10 PM, said:

No, we (or I, at least) are not asking for the tabletop FORMAT online.
to

View PostPht, on 28 December 2012 - 07:10 PM, said:

What is being asked for is a first person real time armored unit combat piloting simulator, where the 'Mechs are based off of the tabletop.

This is an entirely reasonable thing to ask for and it is entirely possible to convert the gaming system from the TT that makes it fun
to

View PostPht, on 28 December 2012 - 07:10 PM, said:

In all of the novels and fluff the lasers always rake
(they don't rake in the Holy Tabletop Rules that you're asking be converted!)
and back to

View PostPht, on 28 December 2012 - 07:10 PM, said:

It's the TTRs - the combat system and balance - that gives the flavor/feelings ... whatever nebulous word to the game.

at speeds which should come with an epilepsy warning.

I'm getting dizzy just trying to keep track of which personality is talking from sentence to sentence.

Playing semantics about "well, MechCommander is a top-down format, and that's not what we're asking for," is transparently disingenuous. Likewise, aside from the aforementioned semantic difference, the point about MechWarrior Tactics is well-taken. The way that you ignore being told that the tabletop equipment values didn't work and go right back to claiming that the tabletop values will work just fine, if only we'd all just try them is crazy. Literally; it fits one of the two general criteria for mental illness.

Additionally, aside from unimportant issues such as practicability, your point isn't well-taken in the first place. The feel of this real-time 'mech simulation isn't going to be enhanced or degraded by how many points of heat my laser generates, or whether LRMS home, or even how ECM disrupts my ability to lock onto targets. The feel of this 'mech simulation is determined by how well it simulates the 'mechs we know with the weapons and equipment we know - iconic weapons like LRMS, PPCs and the like need to be there; Atlasese (Atlases, Atlasi?) need to be there. Heat management needs to be a factor, as does torso twisting, armor locations and facing. We HAVE that! This doesn't play like Heavy Gear - it plays like Battletech. Refusing to engage suspension of disbelief because some of the numbers are "wrong" is literally half-insane.

Put down the rulebook for the other game, and stop hitting with it.

Edited by Void Angel, 28 December 2012 - 10:23 PM.


#110 Lugh

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Posted 28 December 2012 - 10:24 PM

View PostMr Mantis, on 26 December 2012 - 07:48 PM, said:

The table top rules are a good base, after that they have to make it work in a different setting altogether. it would not make sence to do it any other way.

Correct, however, someone needs to teach PGI basic math skills.

As a for instance, the 2.9 % jam chance in a 10 second, for a UAC turn doesn't translate into a 25% chance to jam on each shot fired over 1 second intervals. Its a .29% chance of jamming in that time period. The math will work out.

And yes I'd be willing to accept a jam for the whole match if they lowered it to those rates. They also need to implement my ability to jettison ammo for weapons that are destroyed as well.

Edited by Lugh, 28 December 2012 - 10:26 PM.


#111 TigrisMorte

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Posted 28 December 2012 - 10:38 PM

View PostVoid Angel, on 28 December 2012 - 10:43 AM, said:

...Sorry, Tigger, but that's just not correct. Both the board game and the computer game are simulations; it does not follow that they are both the same kind of simulation. Your reasoning is that "board games have maps and randomly generated numbers; computer simulations have maps and randomly generated numbers; therefore, this is a board game." This is the classic fallacy of the undistributed middle. You're assuming a step you haven't justified:"all games with maps and randomly generated numbers are board games," which is simply false. Further, your reasoning overstates your case considerably - the only random numbers we use are for internal component criticals....

...So, sorry to disillusion you, with your love of fallacious argument, but that nonsense isn't going to fly. There's a huge difference between Mechwarrior Online and http://mwtactics.com/. It's a difference of kind, not of quantity.

Here, I'll post it again. ;)
...
The rest of us are basically telling these people "No, that's not the rulebook for this game, so stop hitting and go to your room if you can't play the game we've all agreed to come play."


No worries Pooh Bear (not sure why we now have sweetheart names for each other but hey, I'm flexible.),

A: that is the definition of a board game. A simulation of something not actually happening. Digital may be a new presentation but it is nothing more.
Don't be so impressed with the technological marvel, It pales in comparison with "it has all been done before".

B: 'fraid "fallacious" does not mean what you think it means.
Their is no deceit nor falsehood in that the rules are the game and if you are not following them to a rather significant degree, you are playing something else. If you want Fallacious, please see the argument that because Dawn of War did not follow the rules of 40K, that somehow requires this game call itself mechwarrior while using nothing but names from the system.

C: Absolutely correct on the money bingo. Not the Battletech rules thus not Mechwarrior, thus welcome to Mech Brawler online. Thanks for playing.

The math no lie. You can say, "10 donuts are a dozen drywall screws", but that means you walked off the edge not that you had to change it because it isn't the same.

Edited by TigridMorte, 28 December 2012 - 10:51 PM.


#112 TigrisMorte

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Posted 28 December 2012 - 10:46 PM

View PostVoid Angel, on 28 December 2012 - 10:21 PM, said:

....
Put down the rulebook for the other game, and stop hitting with it.


Here is where you are correct, "other game". Stating that this is not based upon battletech should not offend since you admit it is not. So perhaps the stop hitting it should be directed at a mirror. This isn't battletech, thus not mechwarrior. Does not mean you must stop playing, just that the rules are not being remotely followed so none of the inherent balance and decades of play testing apply.

Just go enjoy the non btech based game. Same option I have.

Edited by TigridMorte, 28 December 2012 - 10:47 PM.


#113 Void Angel

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Posted 29 December 2012 - 01:46 AM

Fallacy means what it means, not what you want it to. Fallacious logic is bad thought - this last bit is a case in point, and par for the course here.

"Other game" doesn't mean "Not a game set in the Battletech Universe and imbued with the feel of Mechwarrior." "Other game" means, "other game." The tabletop game and this game are part of the same franchise; they are not the same game. That's like saying all members of the same family are the same person. Whether you class this as a straw man, undistributed middle, or a simple false cause fallacy, it's typical of your logic throughout. There is a real and obvious distinction between tabletop Battletech and any first-person 'mech piloting simulation. They are of different kinds.

Now that I look at it, you're committing the exact same error throughout your post as you are in the point directly above this. For example, your definition of a "board game," and "Battletech game" are fundamentally useless - but in opposite ways, depending on how you're using the definitions in argument. In the first instance, a "board game" is so broadly defined as to encompass anything that's related to a certain board game. A 3D 'mech simulation game is nothing more than a glorified tabletop dice-roller - even though the latter contains mechanics that cannot be used in the former. In the second instance, "Battletech game" can only refer to a game made with a 1-1 conversion of the tabletop rules - in other words, it can only be the game you want, nothing else. The definitions you use are tailored to your argument, not the things defined.

Sorry, that's not gonna fly.

Edited by Void Angel, 29 December 2012 - 02:05 AM.


#114 GuardDogg

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Posted 29 December 2012 - 02:09 AM

I played the board game when I was 16 years old, and now 48 still owning the board game with miniatures, maps, books. I find MWO as Mechwarrior (Battletech), and expect it to be the same. If changing stuff off the board, may as well rename MWO to something else like maybe...Dungeons and Dragons with Mechs (D and D..WM)

Been a Battletech fanatic since, and will be tell I die. Still waiting for a Movie, and a game where we can walk out of our mechs, and stand beside em. and/or feel the thumps of mechs nearby as a soldier in hiding from a Warrhammer spotlight...etc. etc. Prob will have a day after my passing.

Edited by VeeDog, 29 December 2012 - 02:17 AM.


#115 cleghorn6

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Posted 29 December 2012 - 06:52 AM

I see the fundamental problem with doing a slavish TT conversion is that the TT rules include balancing factors for things like pilot skill, environmental factors affecting the pilot (heat being the key one) and a couple of other things like that. In a 1st person game like this (or indeed any of the other MW games) the factor accounting for pilot skill is. .. pilot skill. Even if we use Mercules' excellent suggestions for building in the 10 second round into weapons (I'm not sure about having to keep everything on target for a full 10 seconds to do full damage, but I guess if you're running TT armor values. ..) you are still going to have people skilled enough to put every shot into the same location, which fundamentally breaks one of the major balancing mechanisms for boating lasers/ACs in TT. So really you are just pushing the skill level up before it breaks.

The other argument to my mind is the money factor. TT Battletech is a niche game, if I'm being nice. If MWO does as well as TT Battletech, it would be considered a disasterous failure. PGI can't afford for this to be a sleeper. It takes money to run servers, pay developers and artists to continue to develop the game. They can't afford to slowly pick up adherents over 25 years. So there must be concessions to the greater gaming public if this game is to go forward at all. Whether you agree with the popular obsession with twitch gaming (and given that we're all managing to have a mostly coherent discussion contrasting the TT rules with MWO I'm going to assume most of you don't) there need to be changes made to this game to make it more popular.

I love the TT game, it has a special place in my heart. It was one of the formative games I played nearly 25 years ago when I was getting into gaming. All the TROs on my shelf have the unseen art in them. MWO is not TT Battletech. This is trivially true. I understand and appreciate the reasons for PGIs divergence from the TT rules and more importantly, I'm having an absolute blast playing MWO.

What it comes down to for me is that while I may not agree completely with everything PGI does (ECM springs to mind, for some reason) I think they are on the right track to produce an excellent game. Even better, they have shown a willingness to investigate and when necessary, fix things which are breaking the fun. Closer adherence to TT rules would not increase the fun, for me.

Finally, I apologise for any spelling errors, I'm typing this on a tablet and it's a ***** to edit.

#116 MustrumRidcully

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Posted 29 December 2012 - 07:26 AM

View Postcleghorn6, on 29 December 2012 - 06:52 AM, said:

I see the fundamental problem with doing a slavish TT conversion is that the TT rules include balancing factors for things like pilot skill, environmental factors affecting the pilot (heat being the key one) and a couple of other things like that. In a 1st person game like this (or indeed any of the other MW games) the factor accounting for pilot skill is. .. pilot skill. Even if we use Mercules' excellent suggestions for building in the 10 second round into weapons (I'm not sure about having to keep everything on target for a full 10 seconds to do full damage, but I guess if you're running TT armor values. ..) you are still going to have people skilled enough to put every shot into the same location, which fundamentally breaks one of the major balancing mechanisms for boating lasers/ACs in TT. So really you are just pushing the skill level up before it breaks.

It does, but I think it does it on a certain predecticable level. Pinpoint precision is not a reason to fundamentally alter the heat and damage system on the level they did. It does require adapting armour values and individual weapons so the convergence benefit is considered. (Or rather, they remove the lack-of-covergence balancing factors that were inherent in table top.) For example, 4 Medium Lasers with 12 heat sinks and one AC/20 with 7 heat sinks and a few tons of ammo have about the same damage potential with pin-point precision - but with random hit location generation, the AC/20 had an advantage, somewhat justifying that it would cost about 23 tons vs 16 tons of the Medium Laser. With that advantage gone, you would need to make sure that a set of medium lasers reaching the same damage output as an AC/20 would be about equally heavy. This could, for example, if we'd reduce ML damage and heat by 1 point each (3/2), you would need about 7 MLs and 14 heat sinks to reach the AC/20 potential - that's much closer.

Now that we have figured an approach for this, we can start thinking about armour. Headshots and Center Torso attacks are the way to destroying a mech, and pinpoint mouse aiming will lead to a lot of shots hitting there. Say, we have 1/2 of all damage of all attacks hit exactly the intended shot. That'S a lot better than the 1/6th to 1/12th the table top rules random hit generation suggests.So basically mouse aiming may give us a an about 3 to 6 times faster time to kill a single component. Now, faster kills may not be a problem on its own - We don't really need to ensure that a table top 10 turn combat also takes exactly 100 seconds to fight out in MW:O. This could be too fast, or it could be too slow. But it gives us an idea what to look for. An additional concern may be - center torso kills and head shots are still the fastest way to take out a mech. We may consider raising head and center torso armour specifically just for htis purpose, so that people have a reason to take out a leg, arm or side torso. THis would force us to diverge from table top armour values notably, not just by a general multiplier. But there would be ways to implement this. For example, we could give the center torso an inherent 25 % damage reduction, and the head a 50 % damage reduction, and the side torsos a 20 % damage reduction if we decide that a side torso destruction also should take out a the adjacent arm. Or instead of damage reduction, we could double the armour points per ton, but spread the extra points differently to account for the percentages we calculated. (So, if we have, say a 50 % armour increase for the head, a 25 % armour increase for the center torso, and a 12.5 % armour incraese for each side torso, we could spread the extra armour points accordingly.

#117 Void Angel

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Posted 29 December 2012 - 09:50 PM

So in order to keep the offensive equpment looking more like the tabletop mechanics, we add rules about hit locations and armor values, plus add an RNG to mouse aiming? We're still altering the equipment to fit the format, much like the current system; it's just a matter of which equipment we alter. What's the point - and how is it a tabletop conversion? In tabletop, center torso destruction and head shots was still the primary way to kill a battlemech, after all. It just seems like 6 of one, half a dozen of the other, but it'll strain credibility to have half my laser damage hit the head, and half of it damage the 'mech's kneecap.

Not that it couldn't work! I'm sure it could, but it's an alternate version of the same thing the devs have already done: as long as heat remains a factor, the weapons can be balanced around a combined model of damage/heat and damage/second fairly easily. Frankly, I find their solution of raking lasers and randomized missile flight paths to be more elegant than reinforcing torso and head armors with Plotonium - although I wouldn't characterize your plan as unworkable. I just think the devs' works a bit better - and it's certainly made a fun Battletech game.

Edited by Void Angel, 29 December 2012 - 09:51 PM.


#118 TigrisMorte

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Posted 29 December 2012 - 11:17 PM

View PostVoid Angel, on 29 December 2012 - 01:46 AM, said:

Fallacy means what it means, not what you want it to. Fallacious logic is bad thought - this last bit is a case in point, and par for the course here.

"Other game" doesn't mean "Not a game set in the Battletech Universe and imbued with the feel of Mechwarrior." "Other game" means, "other game." The tabletop game and this game are part of the same franchise; they are not the same game. That's like saying all members of the same family are the same person. Whether you class this as a straw man, undistributed middle, or a simple false cause fallacy, it's typical of your logic throughout. There is a real and obvious distinction between tabletop Battletech and any first-person 'mech piloting simulation. They are of different kinds.

Now that I look at it, you're committing the exact same error throughout your post as you are in the point directly above this. For example, your definition of a "board game," and "Battletech game" are fundamentally useless - but in opposite ways, depending on how you're using the definitions in argument. In the first instance, a "board game" is so broadly defined as to encompass anything that's related to a certain board game. A 3D 'mech simulation game is nothing more than a glorified tabletop dice-roller - even though the latter contains mechanics that cannot be used in the former. In the second instance, "Battletech game" can only refer to a game made with a 1-1 conversion of the tabletop rules - in other words, it can only be the game you want, nothing else. The definitions you use are tailored to your argument, not the things defined.

Sorry, that's not gonna fly.

"Fallacious logic is bad thought" So I am committing a thought crime by not accepting this bastardization as cannon? Wow, enjoy that koolaid. Fallacious means based upon deception or falsehood. Sorry, but the fallacy is on the other end of my argument.

Just because you wish to enshrine glowing pixels on an alter does not change that it is barely different than little physical miniatures on a map. And to drive that home, battletech the miniature wargame is a 3D mech simulation game. Zero difference there. The only variance in mechwarrior is that it is single mech first person. Otherwise mechwarrior is the same game.
To make it simple; other than your learning to adjust to the presentation to influence the roll of the die, nothing is different than if this were on a table with measuring tape and minis.

Where this version is failing to be battletech is in the math. Regardless of single or multiple mech simulation, the math remains. And this game abandoned it. Active choice, admitted by dev.s whose intent is on their vision, not on making a battle tech based game.

A sub 300 meter brawler is nothing, repeat, nothing like battletech.
Does not make it a bad game, just not mechwarrior.

Licensed can mean, "we take the names and do what we want." and that is what they have done here.
" "Battletech game" can only refer to a game made with a 1-1 conversion of the tabletop rules "
No, but it must be based upon the rules or it is an different game. When heat does not work as designed, when weapons don't work as designed, when equipment does not work as designed, when the tiny suffocating terrain would only be chosen for an engagement by a suicidal mad man, it is not battletech.

" - in other words, it can only be the game you want" Well isn't that special. It is the game Jordan Weisman designed, with more than 40 years of play testing, which is in question. Not what I wanted. I like lots of games. I just want "licensed" product to be true to the license. Not, "yeah, we know but we wanted to tell a different story."
I just think if you want to tell a different story you should not use some one else's cover for your book.



Shake your virtual fist at my purist dogma all you like, this game is not battletech other than names.


No hate, no rage, just accepting that I am enjoying a non-Btech game much like I enjoyed the movie "Arnold the Barbarian" rather than Conan as written by Robert E. Howard.

Kindly follow your assumptions of superior status, simply because it has moving pictures, down the rabbit hole. A miniature wargame remains one, even with mobile graphics instead of painted miniatures. Zero diff.

'nuf said. Good day.

#119 Ryolacap

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Posted 30 December 2012 - 06:53 AM

Well I think some are seeing the point. It really has nothing to do with is the game fun or not. It has to do with the math. Math is the universal language and I simply cannot believe that there was absolutely no way to port it over to MWO. YES certain abstract concepts would have to change lite round time the fact that you aim and the way you move around. But I think there are plenty of ways to get most of the math directly from the blueprint of the game.

1+1=2; its like they said"lets take the one and the plus; now lets find a work around to equal two." It can be done; but......


Still have a blast though.

Sorry kindle post.

Edited by Ryolacap, 30 December 2012 - 07:03 AM.


#120 Indoorsman

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Posted 30 December 2012 - 07:41 AM

Here's variables affecting the 1+1=2 equation

TT
take turns
multiple mechs
roll dice
top down view
board, figures, tiles

MWO
real time
one mech
aim
first person
mouse, keyboard, computer

The way this game works, is played and how it's played are absolutely different than a board game. The only similarity this game should have with TT balance is the hierarchy. Weapon A < B < C. Not weapon A = 5 damage 2 heat 10s reload 300 range... or any ratio/fraction of TT values.





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