Jump to content

Table Top Vs Online


373 replies to this topic

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%

Vote Guests cannot vote

#121 Ryolacap

    Member

  • PipPipPipPipPip
  • Overlord
  • 184 posts

Posted 30 December 2012 - 07:50 AM

View PostIndoorsman, on 30 December 2012 - 07:41 AM, said:

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

TT
take turns
multiple mechs
roll dice
top down viewers
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.


So you have:
flow of time
Teams or potential for multiple units (you can play bt with 1 mech and has no weight whatsoever)
Probabilty to hit
Control of a mech
control of mech in the enviroment


Game is obviously played different math can remain the same

The variables are identical

Edited by Ryolacap, 30 December 2012 - 08:07 AM.


#122 Darwins Dog

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,476 posts

Posted 30 December 2012 - 07:57 AM

View PostRyolacap, on 30 December 2012 - 06:53 AM, said:

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.


That doesn't make any sense. The changes absolutely have to do with the fun of the game. TT math is based on weapons firing every 10 seconds, players alternating turns, mechs standing in the center of a giant hexagon, and all turning and torso twisting happening in 60 degree increments. This would not be a fun game. So these things were changed.

It's like they said 1+1=2 is really boring. Why don't we try (.5+.5)*5-(6/2) That's more interesting.

#123 Ryolacap

    Member

  • PipPipPipPipPip
  • Overlord
  • 184 posts

Posted 30 December 2012 - 08:54 AM

Read the whole post before replying

Time or flow of time is a universal variable it has no effect on balance or minimal. Changing weapons that were balanced to fire at the same rate with a certain dam output does; and so on.......if not then why are they having to make sweeping changes to othervariables intrinsic to the game

Your attempt at math humor failed same as your logic

Edited by Ryolacap, 30 December 2012 - 08:59 AM.


#124 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 30 December 2012 - 08:59 AM

View PostDarwins Dog, on 30 December 2012 - 07:57 AM, said:


That doesn't make any sense. The changes absolutely have to do with the fun of the game. TT math is based on weapons firing every 10 seconds, players alternating turns, mechs standing in the center of a giant hexagon, and all turning and torso twisting happening in 60 degree increments. This would not be a fun game. So these things were changed.

It's like they said 1+1=2 is really boring. Why don't we try (.5+.5)*5-(6/2) That's more interesting.

Just a simple thing - the weight, heat and damage values of the table top game are not based around taking turns, to-hit calculations and all that.

They are really just based on thinking how expensive it should be to deal a certain amount of damage to a target at a certain range. This balance does not take into account whether everyone moves before everyone attacks, it doesn't even discuss whether you resolve the consequences of all attacks at the end, or whether everyone shoots at the same time and if you get killed this turn, you can still fire off all your weapons.

The weapon balance is build around something very simple - what does it cost to field a weapon on a mech? The cost is not measured in C-Bills, it's typically measured in tons and your mech's heat production and ammo consumption. If you want to last longer (heat or ammo wise), you need to invest more tons for a weapon - a trade off between burst damage and sustained damage.

The cost of weapons is only affected very indirectly by other rule mechanics - for example, the cost of range depend ultimately and how useful range actually is - in the table top, it tends to be more useful than in MW:O. A Medium Laser firing at a target at 270m has a lower hit probability than a large laser firing at a target within 270m, so even if you are not actually benefitting from your ability to hit a target in the first place anymore, range still means you hit more often. That doesn't exist in MW:O. So by this logic, long range weapons would probably need some kind of extra boon in M:WO to justify their cost. But from that logic didn'T follow that you need to raise damage and heat production of all weapons by a factor of 2 to 20.

Edited by MustrumRidcully, 30 December 2012 - 09:00 AM.


#125 Gremlich Johns

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,855 posts
  • LocationMaryland, USA

Posted 30 December 2012 - 09:12 AM

I voted no because I think that the Devs should try to bring more realism into the game at least regarding: ECM, ballistic range and where appropriate, recoil; missiles; and sensors.

Oh, and if they want to avoid the hard decisions regarding balancing Clan tech, start the game at 3025 and only worry about Wolf's Dragoons and their tech

#126 Indoorsman

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 792 posts
  • LocationTexas

Posted 30 December 2012 - 11:22 AM

View PostRyolacap, on 30 December 2012 - 07:50 AM, said:


So you have:
flow of time
Teams or potential for multiple units (you can play bt with 1 mech and has no weight whatsoever)
Probabilty to hit
Control of a mech
control of mech in the enviroment


Game is obviously played different math can remain the same

The variables are identical


The "variables" are not identical, I broke the differences down into identical categories. I see you picked up on that. Also add BV vs no BV.

#127 Ryolacap

    Member

  • PipPipPipPipPip
  • Overlord
  • 184 posts

Posted 30 December 2012 - 11:37 AM

View PostIndoorsman, on 30 December 2012 - 11:22 AM, said:


The "variables" are not identical, I broke the differences down into identical categories. I see you picked up on that. Also add BV vs no BV.


If you can't see how the 'variables' are absolutely the same, there is no way I will ever explain to you how they are, but they are. They are just are. You showed the specific to the game, I showed them in general which better relates the ability to port the tt to the online, which is more relevant.

Edited by Ryolacap, 30 December 2012 - 11:38 AM.


#128 Ryolacap

    Member

  • PipPipPipPipPip
  • Overlord
  • 184 posts

Posted 30 December 2012 - 11:47 AM

View PostGremlich Johns, on 30 December 2012 - 09:12 AM, said:

I voted no because I think that the Devs should try to bring more realism into the game at least regarding: ECM, ballistic range and where appropriate, recoil; missiles; and sensors.

Oh, and if they want to avoid the hard decisions regarding balancing Clan tech, start the game at 3025 and only worry about Wolf's Dragoons and their tech


What you want has no bearing on the basic math in the game, it could all still be accomplished without breaking the basic mechanics. What some don't seem to understand, you can keep the core rules and variables in the game and change the rules and variables that effect the core WITHOUT making a single change to the core. Make changes to the things you are adding NOT the things that are already there.

#129 verybad

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,229 posts

Posted 30 December 2012 - 11:59 AM

View PostPiemasterXL, on 28 December 2012 - 05:08 PM, said:

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.


That should be the ability to spend conquest points on offboard assists such as Arrow IV/Tube Artillery(50 pts), Airstrikes(100 pts), Dropship Gun Runs(200 pts), Orbital Attacks(400 pts), and Nukes.(749 pts) (okay, maybe not nukes)

Target any of these using TAGs, various effects. no kills or damage awarded to user, but all yield signifigant damage.

Would give far behind teams some chances, would be fun in general.

#130 Indoorsman

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 792 posts
  • LocationTexas

Posted 30 December 2012 - 12:02 PM

View PostRyolacap, on 30 December 2012 - 11:37 AM, said:

They are just are.


Except they are just not.

#131 Tarman

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,080 posts

Posted 30 December 2012 - 12:04 PM

View PostRyolacap, on 30 December 2012 - 06:53 AM, said:

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.



Bolded for wtf factor. This is the very most important part of all of this endeavour. It's a game. They're supposed to be fun, or they have no point in existing. If the game isn't fun then nobody will play it and none of this would have any point either. >_____>

It's called the difference between a plan and a battle. Plans are easy to make; and fall apart immediately on contact with the enemy. PGI planned at the beginning to use the ruleset at near-100%, and then saw that to them, the results were unfun for video gaming (which since they're making the game, that's kind of their call). Thus changes. Plus changes for live gameplay balance and technical reasons, player skills and expectations, basically a large number of reasons to switch things up. This is by no means a static project because it's an online game. It will evolve or it will be dead.

The basic game is the same. Get giant robot, put weapons on it, fight other giant robots. The flavour is the same. Atlas is an Atlas, it kills everything and eats all the weaponsfire. I still would like TT people to look at the vast imbalances of TT ITSELF before they decide it is some kind of perfect blueprint for all time and all purposes. Pretty sure it's been edited and tweaked at least one time in the last few decades just for tabletop play. >____>

I know the entire universe is made of math, but in this case it had to be shuffled a bit. I'm sorry that's shaken your faith in the powers of math.

#132 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 30 December 2012 - 12:19 PM

Even having played TT in the 80's I am glad that the grognard mechbeards are being out numbered even on the bastion of fogery, the forum.

#133 semalferuzA

    Member

  • PipPipPipPipPip
  • 125 posts

Posted 30 December 2012 - 12:21 PM

View PostRyolacap, on 30 December 2012 - 07:50 AM, said:

So you have:
flow of time
Teams or potential for multiple units (you can play bt with 1 mech and has no weight whatsoever)
Probabilty to hit
Control of a mech
control of mech in the enviroment


Game is obviously played different math can remain the same

The variables are identical


Pretty sure I can focus fire a specific piece of equipment like right torso with a way higher probability here than I could in TT.

Real-time vs turn based completely changes how a game is played. If you can't understand that then you're trolling.
Teams vs multiple units is the same because other units are controlled by other players.

Mech control is better here. Because TT is turn based your actions in controlling your mech are limited per turn, here it is limited per your reactions and your mechs responsiveness + speed(yes some of this overlaps but it can have different results).

If you used exact TT numbers this game would be boring as hell and no one would play. TT is slow paced compared to this and was designed to be turn based with dice rolls, not handled in real-time with player skill dictating accuracy. Imagine if I was just considered to be a good player so instead of rolling hit locations I could just choose a target locations(except head) and on a 5+ with 2D6 I was successful in hitting that location. That would be more indicative of my aiming skill in this game vs TT.

#134 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 30 December 2012 - 01:58 PM

View PostsemalferuzA, on 30 December 2012 - 12:21 PM, said:


Pretty sure I can focus fire a specific piece of equipment like right torso with a way higher probability here than I could in TT.

How does this affect the balance between an AC/5 and a Medium Laser? Between a PPC and an ER PPC or a Large Pulse Laser?

#135 TigrisMorte

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 125 posts

Posted 30 December 2012 - 03:09 PM

View PostRyolacap, on 30 December 2012 - 07:50 AM, said:

So you have:
flow of time
Teams or potential for multiple units (you can play bt with 1 mech and has no weight whatsoever)
Probabilty to hit
Control of a mech
control of mech in the enviroment


Game is obviously played different math can remain the same

The variables are identical

Bing flippin O

#136 TigrisMorte

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 125 posts

Posted 30 December 2012 - 03:15 PM

View PostsemalferuzA, on 30 December 2012 - 12:21 PM, said:

...used exact TT numbers...

Here is where you fail.
Exact numbers does not mean what you think it means.
1+1=2
(1*.5)+(1*.5)+(1*.5)+(1*.5)=2
both remain valid to the "exact numbers".
Try math, you'll like it.

#137 Barghest Whelp

    Member

  • PipPipPipPipPipPip
  • 377 posts
  • LocationIn a loophole

Posted 30 December 2012 - 03:21 PM

I just had a thought. They doubled the armour on our mechs, but they didn't double the amount of ammo you get per ton. That's a bit crap. There's no way anybody would put 6 tonnes of ammo for one weapon of in the TT, but in MWO you totally need that much for certain weapons.

I can understand the need to change certain things to make the game fun to play and for balancing purposes, but then it also creates new problems. Like ammo shortages.

#138 Ryolacap

    Member

  • PipPipPipPipPip
  • Overlord
  • 184 posts

Posted 30 December 2012 - 04:57 PM

At first first I thought it was resistance that kept people ignoring the obvious, now I am pretty sure it is mostly ignorance. Accepting half of a game engine and rejecting the other half causes issues, which it obviously has. The rules as there, the balance is there, and has exsisted for 30+ years. Turn based games are based on real time events. Time, in turn based games, typically have zero influence. What does have influence in a turn based game are the values are given to each variable, they depend on those variables to balance the game and are based on a constant time. Time is obviously also in a real time game, but just because the segments of time don't match it does not mean you throw a huge portion of rules out the window. Instead wouldn't make sense to adjust the rules that are added as opposed to messing with rules that have worked for 30+ years. You can add all kinds of stuff to make the game fun, but the base should remain the same, changing something like heat sinks can effect everything down to the effectiveness of the ac20, which was given characteristics specificity associated to the tabletop game. Making a ppc or srm more powerful, weakens balistics even down to the value of ammo. All of which was previously balanced. There are some who will never fully understand, and the game is ultimately fun, even if flawed.

Ignorance is bliss I guess ....

Edited by Ryolacap, 30 December 2012 - 05:13 PM.


#139 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,298 posts
  • LocationParanoiaville

Posted 30 December 2012 - 05:30 PM

Where do I even begin? This entire diatribe is one straw man after another - you're even doing the same thing I told you I wasn't going to let you get away with (playing with definitions) while complaining about my objections!

View PostTigridMorte, on 29 December 2012 - 11:17 PM, said:

"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.


No, by using fallacious logic, you are committing a fallacy. Many, in fact, including this straw man. That's where you try to put words in my mouth ("thought crime?" really?) so that you can triumphantly defeat "my" pretend logic and discard my real viewpoint. Debunking a point I never made just makes you look like a Sophist - because you are practicing sophistry. "Fallacious," again, means what it means, not what you want to pretend it means. The primary definition of "fallacious" is "containing a fallacy; logically unsound." http://dictionary.re.../fallacious?s=t

View PostTigridMorte, on 29 December 2012 - 11:17 PM, said:

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.


Again, no. Tabletop has the much the same relationship to a true 3D simulation as a square has to a cube. Tabletop tries to simulate 3D; MWO is a virtual 3D space. They both attempt to simulate a fictional reality, but they are different kinds of simulations. You're trying to say there's no difference in drawing a ship and making a model of one - that a cube is the same as a square because "regardless of the number of lines, the right angles remain."

View PostTigridMorte, on 29 December 2012 - 11:17 PM, said:

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.


Now we come to the real heart of the matter; it all comes back to wanting "the math" to be "followed," but only in the ways you like. As the devs told you when they "admitted" the obvious (that they changed the Holy Word of Fasa to make a real-time game actually work,) they deviated from the Prophet Weisman because when they started internal testing, the mechanics just didn't balance out. This is information you have ignored throughout our debate.

View PostTigridMorte, on 29 December 2012 - 11:17 PM, said:

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.


Designed? Jordan Weisman designed a 3D computer simulation of Battletech more than a decade before Battledroids was released in 1984? I was unaware of this phenomenon. On the off chance that you are referring to the tabletop game: again, you cannot use tabletop rules to beat people over the heads about making this game how you want it to be - or claim that this game isn't a real "Battletech" simply because it doesn't follow inapplicable rules for a different kind of game. The story they're following is the one that's been told through the game expansions and media. "Story" doesn't mean "converting the rules the way I want them." Saying "but, math!" doesn't cause an insistance on using rules that don't apply to become valid.

View PostTigridMorte, on 29 December 2012 - 11:17 PM, said:

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.


Once again, re-defining words to suit yourself does not magically change the definitions of those words. A tabletop game and a computer simulation are similar things; they are not identical categories. The Conan movies starring Ahnold are still Conan movies. It may not be the ones you like; it may not be good Conan movies as such - but it's still Conan, just as the Lord of the Rings movies are still LotR movies despite their flaws. Same goes for the several horrible Fantastic Four movies. The problems with the Fantastic Four was that it was done poorly, not that it wasn't the Fantastic Four.

This game is not done poorly, and once again, there's a lot more to Battletech than the minutae of tabletop game rules. The giant, hulking war machines are there; the iconic weapons are there; heat management, loadout space, tonnage requirements (including tonnage numbers for equipment,) engine sizes: all the variations on the theme called "Battlemechs," - it's all there. You can't claim that the developers never implemented the "right" numbers; they did, and you've even referenced that information in your own argument. You can't claim that they changed the numbers for arbitrary reasons; the numbers as written in the Holy Word of Fasa didn't work for this game format, and so the devs began a series of adjustments that led us to where we are.

Once again, waving the rulebook for a separate Battletech game around like a club to bully people into agreeing with your point of view is invalid reasoning - and it hasn't worked.

Edited by Void Angel, 30 December 2012 - 05:56 PM.


#140 Felix

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 656 posts

Posted 30 December 2012 - 05:34 PM

Really, I know that we cant keep the tabletop as a 1:1 transfer due to times, our being better shots with our weapons and the like.

But PGI really should START with the tabletop as a 1:1 translation and then balance the item they include from there.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users