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#41 King Arthur IV

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Posted 04 January 2013 - 04:45 AM

scale is off in every possible way. from rural to urban landscape. cockpit internal view is off; how can the hunchback cockpit be the same size at the atlas eye? the way the landscape is shaped it also very off with the trees and all. 3km of landscape in mwo looks sooo weird and im comparing this to 3km of land scape to arma2.

i can not figure it out but im watching some ngng vids to try and figure it out.

#42 Taizan

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Posted 04 January 2013 - 05:01 AM

What would be nice for reference are basically people scuttling into buildings or gathering and getting picked up by rescue vehicles etc. these people would just be like small animations that are not attackable. Also some engineers running around in the mech lab screen would be really cool. Having a human as reference would be the best thing and from the design process they are using a human to scale the mechs, so that might work out.

#43 Pr8Dator

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Posted 04 January 2013 - 05:06 AM

View PostTaizan, on 04 January 2013 - 05:01 AM, said:

What would be nice for reference are basically people scuttling into buildings or gathering and getting picked up by rescue vehicles etc. these people would just be like small animations that are not attackable. Also some engineers running around in the mech lab screen would be really cool. Having a human as reference would be the best thing and from the design process they are using a human to scale the mechs, so that might work out.


If they are using human as reference, a Cataphract would only be the size of an Atlas head the way the human figure fits in the Atlas eye and Phract cockpit.

#44 King Arthur IV

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Posted 04 January 2013 - 05:34 AM

View PostTaizan, on 04 January 2013 - 05:01 AM, said:

What would be nice for reference are basically people scuttling into buildings or gathering and getting picked up by rescue vehicles etc. these people would just be like small animations that are not attackable. Also some engineers running around in the mech lab screen would be really cool. Having a human as reference would be the best thing and from the design process they are using a human to scale the mechs, so that might work out.

but you cant have people everywhere in every map.

been watching replays and i think part of it is the texturing. some rocks and snow balls are the size of trucks. some blades of grass on cuastic looks like huge bushes the size of vans.

basically, some things are too big and it doesnt make you feel like your standing 2-3 stories above.

#45 Atheose

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Posted 04 January 2013 - 05:43 AM

View PostPiemasterXL, on 29 December 2012 - 08:28 AM, said:

Mech's are walking tanks. Battletech is a practical scifi pewpew laser death simulator. In previous MW titles there was combined arms, not just mech vs mech. Planes, helicopters, infantry, tanks and such. The bigger you are, the easier you are to hit.

This, having other vehicles around you would help the scale (like in previous MW games).

#46 HC Harlequin

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Posted 04 January 2013 - 07:26 AM

View PostSwanseaAxeman, on 29 December 2012 - 08:12 AM, said:

Btw, how tall is an atlas supposed to be anyway?

Less than 10 meters. The atlas is actually supposed to be a stubby mech.
The interesting bit is that the M1 Abrams.. at close to the tonnage of an Awesome, is currently scaled to be about the size of an Awesome's foot.

Edited by HC Harlequin, 04 January 2013 - 07:37 AM.


#47 Obelus

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Posted 04 January 2013 - 07:38 AM

There is an issue with the game's perspective not matching between objects.





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