Author Topic: F@#%ING FINALLY  (Read 4728 times)

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Online Spooky

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Re: F@#%ING FINALLY
« Reply #30 on: March 11, 2011, 02:14:30 PM »
Some info

Quote
"As far as mech design goes, I love the old clunky look of MechWarrior. I like a machine that feels like a machine. I'm not a fan of humanoid-shaped robots like Evangelion...I think we just lost half of our audience for saying that!"

Offline Flyingdebris

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Re: F@#%ING FINALLY
« Reply #31 on: March 11, 2011, 02:24:54 PM »
fapp yes

that is some good to know info.

and i'm amazed they achieved all that on dx9 alone
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Offline Stahlseele

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Re: F@#%ING FINALLY
« Reply #32 on: March 11, 2011, 02:30:59 PM »
fapp yes

that is some good to know info.

and i'm amazed they achieved all that on dx9 alone
point them at your work and see what happens ^^
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline ratbuddy

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Re: F@#%ING FINALLY
« Reply #33 on: March 11, 2011, 03:04:30 PM »
Looks ok for an arcade game.

Offline Bear

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Re: F@#%ING FINALLY
« Reply #34 on: March 11, 2011, 03:48:09 PM »
I like the "Tangible" feel to the environment. I think it has a lot to do with the lighting.


Is MWLL Going to have functional internal screens? I feel like the current HUD feels too artificial and floaty. If it was actually displayed on a screen (Like in the owens) then I would feel much more immersed that I was driving a battlemech. Right now I can't see most of the cockpit because of the floating HUD :(

Offline Hartsblade}12th VR{

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Re: F@#%ING FINALLY
« Reply #35 on: March 11, 2011, 04:12:09 PM »
Some info

Quote
"As far as mech design goes, I love the old clunky look of MechWarrior. I like a machine that feels like a machine. I'm not a fan of humanoid-shaped robots like Evangelion...I think we just lost half of our audience for saying that!"

Good read...+1 for you!!

Offline shyrkonflex

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Re: F@#%ING FINALLY
« Reply #36 on: March 11, 2011, 04:24:08 PM »
I would be dying to have a battletech mod/game on that engine with those preferences and that style ... WHY IS THERE NO MW GAME LIKE THIS :(

Srsly, look at those cockpit views ... if it was BT, had cool mech/envo destruction and weapon effects it would be the fapping boss.
It's really more a first person shooter with mechs as player models then a mechsim which is sad, but its already pretty cool.


Even futher develops my hopes towards the new MW in UT3 Engine, if its ever gonna come out :D

/The graphics are astounding, I guess they are somewhat related to the Project Offset component of the game (the devs worked on that before), its probably that engine (or a remake).
« Last Edit: March 11, 2011, 04:34:45 PM by shyrkonflex »

Offline Sesambrot

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Re: F@#%ING FINALLY
« Reply #37 on: March 11, 2011, 04:31:13 PM »
I like the "Tangible" feel to the environment. I think it has a lot to do with the lighting.


Is MWLL Going to have functional internal screens? I feel like the current HUD feels too artificial and floaty. If it was actually displayed on a screen (Like in the owens) then I would feel much more immersed that I was driving a battlemech. Right now I can't see most of the cockpit because of the floating HUD :(
Have you ever whatched the cockpit move while you walk?
It's extreme for some mechs (Uziel), you wouldn't be able to read any of the displays... (unfortunately)
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Offline ratbuddy

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Re: F@#%ING FINALLY
« Reply #38 on: March 11, 2011, 04:47:19 PM »
I like the "Tangible" feel to the environment. I think it has a lot to do with the lighting.


Is MWLL Going to have functional internal screens? I feel like the current HUD feels too artificial and floaty. If it was actually displayed on a screen (Like in the owens) then I would feel much more immersed that I was driving a battlemech. Right now I can't see most of the cockpit because of the floating HUD :(
Have you ever whatched the cockpit move while you walk?
It's extreme for some mechs (Uziel), you wouldn't be able to read any of the displays... (unfortunately)

Yeah but the pilot position seems to be stabilized, and I assume any MFDs would be mounted to the chair for stability as well..

Offline Bear

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Re: F@#%ING FINALLY
« Reply #39 on: March 11, 2011, 05:09:18 PM »
I like the "Tangible" feel to the environment. I think it has a lot to do with the lighting.


Is MWLL Going to have functional internal screens? I feel like the current HUD feels too artificial and floaty. If it was actually displayed on a screen (Like in the owens) then I would feel much more immersed that I was driving a battlemech. Right now I can't see most of the cockpit because of the floating HUD :(
Have you ever whatched the cockpit move while you walk?
It's extreme for some mechs (Uziel), you wouldn't be able to read any of the displays... (unfortunately)

You don't HAVE to take away the floating HUD. I'm just speaking on the account that this is supposed to be a simulator. I'd just like the screens to actually display something other than a green blob that scans nothing every once in a while.

I'm looking more for the displays to be functional so that I can turn off the HUD as I please and play it like I'm actually driving the mech, not that I am the mech itself (Which is how it feels to me right now).

Other reason I brought this up is that the video showed has working Display animations along with the weapon animations. Obviously MWLL is only a beta right now, so nothing is complete and not everything has screens yet. But I was just wondering if this was mentioned at any point that they will do this kind of stuff.

Offline Flyingdebris

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Re: F@#%ING FINALLY
« Reply #40 on: March 11, 2011, 05:46:43 PM »
the way the mechs are set up... just not a good idea.

maybe on a different game engine, but not crysis'  Cockpits move with the mech's animations.  To have them anywhere stable enough to not drive everyone sick with motion sickness, you'd have to scale back the animations, which would make mechs move really unnaturally.  Not to mention require an entire redo of the animations.   on top of that, many mechs have very wildly differing amounts of cockpit space, meaning each mech would need to have its GUI individually designed ( like the difference between a mauler cockpit vs a Scat's), which for a mod team is a logistics nightmare.

naw, HUDs gotta stay projected at least as far as i can tell
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Offline Bear

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Re: F@#%ING FINALLY
« Reply #41 on: March 11, 2011, 05:51:41 PM »
Awww... :'(

I was really hoping for this to finally be the game where the HUD is actually realistic as it would be if you built a real version of it.  :-\

Offline Sesambrot

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Re: F@#%ING FINALLY
« Reply #42 on: March 11, 2011, 06:05:44 PM »
well, look at it that way, HUD means Heads-Up-Display, in fact it makes sense that this would be projectet onto your helmets visor...
Cockpit interior is not final at all and maybe we'll be able to to make it display something, but as FD you couldn't put any vital information there...
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Offline Taemien

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Re: F@#%ING FINALLY
« Reply #43 on: March 11, 2011, 07:07:47 PM »
Looks good, but so did Front Mission Evolved before I bought it.

Only game I've ever regretted buying. And this game looks too close to FME for my comfort. I'll have to try before I buy this one.

Offline Bear

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Re: F@#%ING FINALLY
« Reply #44 on: March 11, 2011, 07:17:30 PM »
One too many disappointments in games has forced me to always try a game before buying. I'll never preorder anything. 60 dollars or more for a game is too much for uncertainty.