Vendetta wrote:So your "solution" is "more dice rolls"?
That sounds unspeakably bad for an action/sim game. Flight Sim X doesn't roll dice to see if you landed or not, sim games are supposed to simulate the physical rules by which things work and let their performances come as emergent properties of the simulation. (So, for instance, the different turning performances and stability of planes in a flight sim are a result of the values which simulate the control surfaces, not whether it has 2D6 stability or 3D6 and it might still stall if the dice roll says so).
Tank simulators already stimulate armour penetration.
A more better solution to broken builds would actually be to, y'know, just restrict weapons and balance mechs so you can't have all lasers all the time, you can only have them where the slot says "lasers can go here". It's also trivial in a modern game to have things like bullet drop and loss of stopping power, which you can fiddle with to differentiate all your different AC/Whatevers and lasers and missiles with different performance over range without having arbitrary maximum ranges and to hit rolls and other bollocks which has no place in an action/sim game.
MW4 already did that, it didn't exactly work.
So what you're saying is, try to convince people who have probably never played the pod game and who only know the series through point and clickan mouse-aim games that they have to wait a few seconds before pulling the trigger so their instantaneous laser weapons can lock on and shoot some slowass robot. Yeah I don't think the 90% of people playing with a mouse and keyboard (AS GOD INTENDED) are going to buy that.
Right. Just like the huge number of players who bought F-16 falcon simulator didn't like the complicated targeting system, including different aiming sights for bombs....
Seriously. MW needed to break out of the mold instead of sticking to the same mechanics in the old games. So, stick to one model. Either go for an arcade shooter, but we already had that in MechAssault. Keep that.
Hell, come out with a sequel MechAssault 3.
But for a mech sim, the sim needs to become more "real" and more "complex", while keeping gameplay relatively easy and fun.
and armor penetration is just another number to overcome using those vaunted custom builds you're so fond of
And so? The whole idea of "balance" is to make it so that there are trade offs and to remove broken cookie cutter builds.
A new Mechwarrior SHOULDN"T stick to the old mechanics which already had better models in 2000. A new Mechwarrior should actually revamp the basic weapons behaviour instead of sticking to the same old model introduced back in 1989. Seriously, apart from some minor revamps to autocannons, there hasn't been a single chance to Btech weapons mechanics and it just lay in recharge time.
customization ruined the game because it emphasized the most munchkiny behavior for over 25 years.
Armored Core is literally built around customization and barely has any balance and yet it's still better
Speaking of AC, which i love so much i fuck it, I know how to fix aiming. Just have auto tracking weapons like Armored Core that uses piloting skill like the FCS. That way most of the controls can be streamlined to emphasize positioning and movement rather than fiddling with shit like torso twists and mushy throttles.
I also liked AC piloting works.
Seriously. You guys want the BEST piloting and aiming mechanics? Gundam for the PSP has one of the most fun UI and mechanics around. But be serious, do you actually think that can be ported to Battletech?