All I'm saying, and I'm glad that there are supporters, is that anything less than 99% accuracy in a video game is unacceptable.
the is no 100% in real life. You can NEVER be 100% accurate. Weapon spread is not only a game design feature. I agree that that weapon spread can be done in a bad way. To much spread can kill the game or make it looks like Gears of Wars .
But good realization will only improve a game experience
While I agree that there are too many factors to ever be 100% accurate in a real life situation, if I'm playing a video game, and my weapons don't hit where I'm aiming because of some randomizer, I'm not going to play it anymore. Especially in a game with engagement ranges of upwards of 1 km, the ability to actually hit a moving target that far away is damn hard in its own right. It doesn't need to be made harder.
There is no normal weapons in Battle Tech Universe. Just accept it.
There were no stabilizers on tanks in WW2
Actually, the M4 Sherman, M2 Stuart, and M26 Pershing all had a rudimentary (by today's standards) gyro stabilizer for the main gun and its sight. It only worked in the vertical axis, as it could not turn the turret, and the gun is at a fixed angle relative to the turret. It wasn't the best system, but it was one of the first of its kind. We've already come a long way in just over 60 years...
This ^^^ most players will quit if they can't do what they intend doing...
Now, real life inaccuracies are fun and all, but most if not all can be compensated for in some fashion...It may take work but anything other than pure weapon flaws can be corrected.
Anything that is random and can not be overcome no matter what is, imo, not a good thing. Now, I'm all for making it hard/near nay! impossible, as long as I can work at it and overcome those things then I'm all for it. but Pure coded random is just lazy...reticle sway, weapon acquire time with reticle, damage to weapon, all good as long as there is a way to have skill and get better...
Not that I want to contribute to another "random is evil" discussion, but are you saying that a weapon can be 100% accurate as long as you have an infinite steady hand? Because that's certainly not true. A small spread is inherent, and even the sight is most likely quite inaccurate.
Translate this to a machine and the calibration becomes even harder. On top of that it's running, jumping, shaken around by weapons fire, having a whole arm almost blown off, etc.
It's not that simple. All I'm saying.
yes, that is exactly what I'm saying...if by steady hand you mean, sandbags/bi-pod etc....then yes, a weapon is only as accurate as the operator but eliminate the operator and most weapons/lasers whatever should be at least 99.99% accurate... i.e. the only way to sight in a rifle is to secure it and "walk" the shots in line with your sights...so that where your sights are you bullet will go, at that point its all down to the user to do the job...
...and just for topics sake, I like lasers and AC's over PPC's...
and thanks -AAA- for backing me up
Edit: Also, recoil is a good way to introduce inaccuracy...