Sandslice, on 05 January 2013 - 11:52 PM, said:
I get what you're saying.
All I'm doing is trying to find a... iono, either a happy medium, or a compromise, between the FPS crowd and the simmers.
It would be great if this were possible, but the two sides are mutually exclusive (besides being ignorant of each other's true positions and needlessly antagonistic).
The TT side wants (the implementation varies) the BattleMech's aiming performance/capability to be simulated, because they want a game in which they can pilot a simulated BT Battlemech.
The FPS side wants a game in which there is no simulation of the Battlemech's aiming performance/capability. Yes, some of them want the weapons to, say, spread fire (lbx cluster), or have travel time (ballistics), etc, but they want
direct control of the aiming of the weapons; and usually it's said that they want this because they think player skill would be removed from the equation by having a BattleMech sim game simulate the 'Mechs weapons handling performance.
There is no way you can compromise between mutually exclusive positions.
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With grouping, I was suggesting "use the weakest" as a simple weakest link principle: if you want to improve your good weapons, ungroup the bad.
Oh, I understand using the least-accurate weapon in any weapons group to set the accuracy of that group; I even agree with that. In fact, that's exactly how the TT does weapons grouping. I was pointing out another factor that would affect the idea of cones and weapons groups.
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With target movement, I would still leave it to the pilot for two reasons: video gaming skill, and for when the Warhawk and its targeting computer equipment is available. The tarcomp can then have the gameplay features of giving you a leading aim point (as seen in MW2, if I recall,) as well as putting a target mark on a hit location (not to mention being immune to ECM.)
Which means there's no simulation of the BattleMech's weapons handling. Which means it's not a MW video game.
As far as the "skill" - the skills involved change from calculating weapons lead to calculating how well or poorly your 'Mech can calculate the lead and other factors; there's no less skill involved. Instead of holding a rifle and having to calculate it's capabilites, you're piloting a 'Mech, and for the best results you have to know it's capabilities; and that's a pretty compellingly interesting and fun thing.
Ryolacap, on 06 January 2013 - 06:38 AM, said:
That is an assumption, I could do a better job with a poll now that i have all the sides. The poll is actually weighted towards the No due to them being clumped into one catagory too much. Most I think put no due to 10 second rounds and dice rolling yet very few said yes for ten second rounds and dice rolling the yes's were generally for stats, then there is PHT (gawd love em). But that to, is an assumption. Reading the posts you can pretty much assume it to be true though.
Purely IMO, but I suspect that most of the people on these forums have never even played Megamek, much less read total warfare/techmanual/tactical ops/strat ops - so a lot of people are making very uniformed responses. Many people are condemning a thing they are flatly ignorant of because of ideas they have that are based upon demonstrably false stereotypes.
I think it is not surprising that most of the people who know and played the TT game and the MW video games are the ones, to varying extents, who want the game to stick closer to it's roots.
SJ SCP Wolf, on 06 January 2013 - 07:41 AM, said:
I don't think that the MW video game should be the tabletop in online form - I know of nobody else that thinks the MW video game should be the TT online...
Who, exactly, are you arguing against?
MW= real time first person armored unit combat piloting simulator ... different format, not turn based, and first person, meaning no usage of the pilots gunnery or piloting skill dice rolls.
FrostPaw, on 06 January 2013 - 07:43 AM, said:
You can't balance real time with turn based dice rules.
Yes you can.
Edited by Pht, 08 January 2013 - 06:38 PM.