Zorba the Hutt
Arcane
- Joined
- Dec 14, 2012
- Messages
- 1,865,946
Tyler posts in the current "Doesn't feel like tabletop/Battletech" megathread
https://community.battletechgame.com/forums/threads/8141/comments/152005
https://community.battletechgame.com/forums/threads/8141/comments/152005
So, a few statements from me, based on what I DO know of this thread, and also my own personal opinions, and facts we've shared!
First, I have a hard time engaging with the statement This doesn't feel like Battletech, to me." It's not because that statement is wrong, or it makes me mad, or because the stars haven't aligned to reveal my brilliance - but because it's a statement of emotional opinion. If it doesn't feel like Battletech to you, that's entirely valid. For me and the design team, it does feel a lot like Battletech - which isn't to say it's perfect, but because we have different emotional touchstones as to what constitutes an "authentic" experience. We're trying to modernize the experience, keep it fun and fast paced, and appeal not just to old fans, but new ones as well. That means that sometimes we're not going to be able to make everyone happy.
That said, some specific statements:
Melee Animation Variance: Without discreet hexes and hex-wide terrain effects, it's close to impossible to have distinct punch/kick/charge deliver in a satisfying way. This is doubly true for realistic hit locales. For example, if you pit a Commando vs an Atlas on even terrain, and punch, you can only ever hit the Atlas's legs and crotch, because the Commando isn't tall enough to hit anywhere else. If you stand on a hill next to that Atlas, though, you can't punch at all... And given the right terrain, your kicks can only hit the head. While that may seem fun for you, think about if that happened TO you, because the AI knew "Hey, if I stand here I've got a 95% chance of an instakill cuz my kick can only hit the head." That's why the melee is an abstraction layer for what is actually occurring. Our other option was "no melee", and that's an unfun option.
Critical Hits: These are still being tuned. That's what beta is for. I've personally got some charts for addtional critical hits to actuators and gyros and stuff, we just need to see how the current abstracted system works first. I don't think we'll reverse course on ammo explosions TOO much (other than maybe re-rolling empty bins - but I can't guarantee that) because while dramatic for skirmish, they're liable to make the single player game unwinnable. I run a weekly tabletop Battletech game on Twitch, and I'd say every third week a mech gets blown out by ammo explosion. The PCs have lost a pair of mechs to ammo crits, but half of them run with no ammo at all, or dump it at the first sign of trouble. Which in turn, for the video game, leads to this question: How do you dump ammo? Is it all or nothing? WHEN do you dump ammo? Etc. All of those are engineering and UI concerns that balloon out... just because of ammo crits as they are in TT.
Lack of Fun: So we know the movement bug on being legged is there. But why not let you play with tabletop rules where you can shoot from your back, etc? Frankly: it isn't any fun UNLESS you're gathered around a table with your friends and can taunt them. The AI will just indirect fire you to death while you lay there, and if it's a story mission that has a timer or the like, you either automatically lose... Or you send your remaining mechs on while Ol' Stubby Turtle back there gets to hang out and have a cup of coffee. Better to just take a double-legged mech out of comission for the fight. And firing arcs while laying down are a UI mess.
Lack of fun informed most of our decisions. All of the tabletop modifiers were winnowed down because they lead to analysis paralysis, with people taking upwards of 5 minutes per turn. The expanded heat and range modifiers lead to situations where players tried to hunt for the ABSOLUTE most advantageous position, rather than being presented with an array of "very good" positions... Now, the higher level tactical thought is about thinking ahead a few rounds and planning your movement, not looking for a numerical advantage. Will some of those modifiers come back? Quite possibly. We'll definitely discuss it!
And lastly, as to all of our planned features... I can't comment on those, because if they don't work out, and we don't include them, some people may feel like we've cheated them - when if fact, we were like, "Eh, that would have taken too much time/money to make work right..." or we may include that feature in an update after launch. It's not that we don't want you to know what we have planned - it's that we want you to see what you have right now and make judgements based on that.
My last two cents is that I can't wait to have PVP get pushed out to the beta, to see how that shifts some perceptions... And also so I can shoot all of you in good fun.