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The Solution To "perfect Damage"


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#1 FrupertApricot

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Posted 18 January 2013 - 10:47 AM

So one of the issues of converting the game to FPS style is how accurate we all are. No one wants cone of fire, and neither do i, but what I think would be good, f un, and make it so people need to have more skill is

RECOIL!

PPCs/gauss/AC shoudl have a good chunk of recoil that pushes your Xhair up a bit or to the side and generally knocks around. Lasers could introduce a bit of "vibration", missiles.. well I guess they wouldnt really have any that i could think of but this would allow us to curb the perfect corings and such that are commonplace in heavier fights while giving a fun skill based mechanic to tangle with. Btech mechs are notoriously difficult to land constant fire in and i think recoil would simulate it best.

#2 Lee Ving

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Posted 18 January 2013 - 10:51 AM

So you're saying a millenium into the future, and we can't use existing gyroscopes / actuators / targeting computers to compensate for recoil? I know I can using my mind and arms with a rifle.

Edited by Nadia Winson, 18 January 2013 - 10:52 AM.


#3 Gigastrike

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Posted 18 January 2013 - 10:54 AM

I have a hard time believing that this would matter when a lot of these weapons only fire once every 3-4 seconds.

#4 Khell DarkWolf

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Posted 18 January 2013 - 10:55 AM

I don't want anymore CoD or Battlefield mechanics.

This is Battletech, not the next FPS.

If that is what your looking for, your game is that way --->

:/

#5 Tabrias07

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Posted 18 January 2013 - 10:58 AM

That's a bad idea. Makes ballistics even worse, when accuracy is already a big limiting factor for them.

If they want to make fights last longer, they should increase weapon recycle time. Currently they have a base of around 3 seconds, 5 or even 10 would be interesting. But slow.

#6 HRR Insanity

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Posted 18 January 2013 - 11:03 AM

View PostFrupertApricot, on 18 January 2013 - 10:47 AM, said:

So one of the issues of converting the game to FPS style is how accurate we all are. No one wants cone of fire, and neither do i,


Lots of people want a cone of fire or some other mechanism to prevent pinpoint convergence from breaking the weapon/damage/armor model.

I am one of them.

If some method of damage spread isn't implemented, the game will never be balanced, nor will it be BattleTech. And no, I'm not asking for 'dice' or anything like that.

http://mwomercs.com/...75#entry1709875

#7 Sabazial

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Posted 18 January 2013 - 12:11 PM

I don't really want to see recoil in MWO either, as already stated it would be hard to believe that technology capable of keeping a battle mech stable while crossing varied unstable terrain at speed, would be incapable of compensating for recoil.

#8 FactorlanP

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Posted 18 January 2013 - 12:16 PM

View PostHRR Insanity, on 18 January 2013 - 11:03 AM, said:


Lots of people want a cone of fire or some other mechanism to prevent pinpoint convergence from breaking the weapon/damage/armor model.

I am one of them.

If some method of damage spread isn't implemented, the game will never be balanced, nor will it be BattleTech. And no, I'm not asking for 'dice' or anything like that.

http://mwomercs.com/...75#entry1709875



The solution to this is to create a system of manual convergence settings.

Allow the player, in the mechlab, to set the range at which his weapons (by group) will converge. Then it is up to the player to remain at his optimum convergence range. If he gets too close or too far away, his weapons' impact points will be spread.

It solves the problem without using a random number generator, and it also rewards players skilled enough to maintain their range to target.

#9 Tabrias07

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Posted 18 January 2013 - 12:25 PM

View PostFactorlanP, on 18 January 2013 - 12:16 PM, said:



The solution to this is to create a system of manual convergence settings.

Allow the player, in the mechlab, to set the range at which his weapons (by group) will converge. Then it is up to the player to remain at his optimum convergence range. If he gets too close or too far away, his weapons' impact points will be spread.

It solves the problem without using a random number generator, and it also rewards players skilled enough to maintain their range to target.

Or they could just have weapons converge at the range of whatever mech you are targetting.

#10 Kain

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Posted 18 January 2013 - 12:28 PM

View PostFactorlanP, on 18 January 2013 - 12:16 PM, said:

The solution to this is to create a system of manual convergence settings.


It is maybe a good solution, but I don't think it fits in a Mechwarrior game, such settings were also not in previous versions and those games were working fine.

It would be like tuning up your Car in some race game, before you know it, you would want to change the damping of your Leg actuators, or change the gear ratios of your mech accelaration.

#11 Adridos

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Posted 18 January 2013 - 12:28 PM

View PostFactorlanP, on 18 January 2013 - 12:16 PM, said:

Allow the player, in the mechlab, to set the range at which his weapons (by group) will converge. Then it is up to the player to remain at his optimum convergence range. If he gets too close or too far away, his weapons' impact points will be spread.


And also becomes more of a simulator, since the convergence settings could also be done in real time during the gameplay itself. You know, point at the enemy, use the distance meter and that fat thing on your shoulders and tweak the convergence of the current weapon (you have highlighted, like when setting the gun's group numbers) by some additional keys.

#12 Pht

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Posted 18 January 2013 - 12:30 PM

View PostFrupertApricot, on 18 January 2013 - 10:47 AM, said:

So one of the issues of converting the game to FPS style is how accurate we all are. No one wants cone of fire, and neither do i, but what I think would be good, f un, and make it so people need to have more skill is

RECOIL!

PPCs/gauss/AC shoudl have a good chunk of recoil that pushes your Xhair up a bit or to the side and generally knocks around. Lasers could introduce a bit of "vibration", missiles.. well I guess they wouldnt really have any that i could think of but this would allow us to curb the perfect corings and such that are commonplace in heavier fights while giving a fun skill based mechanic to tangle with. Btech mechs are notoriously difficult to land constant fire in and i think recoil would simulate it best.


The 'Mechs can compensate for their own recoil.

All we need to do is ... um ... actually simulate the 'Mechs. It would solve the problem.

From, quite literally, the horse's mouth - in the forum they've setup to officially answer questions just exactly like this from the people who maintain the BT lore:

Quote

In your specific example of handling their own weapon recoil, yes, BattleMechs can handle that without too much MechWarrior input. As noted in Tech Manual, the Diagnostic Interface computer is pretty good about keeping a BattleMech upright. It will be especially good about its own weapons since it knows their recoil values, from what angle and elevation the recoil will occur, and knows when the recoil will occur - the DI computer is, after all, the computer that is overseeing the activation of the weapons once the MechWarrior points-and-clicks with the trigger. The DI computer (and MechWarrior) will have more trouble with the unpredictable onslaught of an attack, which will erratically shed tons of armor (losing about a ton is the minimum to trigger a PSR) and possibly structure, hence the PSRs if enough damage is inflicted.


http://bg.battletech....html#msg591660

Edited by Pht, 18 January 2013 - 12:34 PM.


#13 Canis Arctos

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Posted 18 January 2013 - 12:32 PM

1. wrong forum
2. stupid idea.. we have that kind of stuff alrdy in our tanks
3. why ? you want a year 3050 simulation ? Look at point 2





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