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Armored Core and Motion Control
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Would anyone else like to see STEM used for Mech Piloting?
Imagine controlling each arm separately and having the mech's head move in unison with your own.
By centering your focus upon incoming missiles you could feasibly have the computer lock on an fire countermeasures.
Would the immersion be ruined by the intense speed of the AC as texture/object loading lags behind the rate at which you cover a map?

Also, what features would you like to see in a Mech Title? Armored Core Title?
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>STEM

That is dead, m8.
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>>332429884
It looks like they're still up and running.
Why do you say the project is dead?
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>>332429796
That sounds more like playing "as" a mech, not piloting one.

I'm fine with a normal cockpit view displayed on a monitor (head tracking wouldn't hurt), and if you're gonna have special controllers, two normal sim joysticks instead of two motion controllers. You can also add yaw pedals and maybe a standalone throttle lever unit.

>what features would you like to see in a Mech Title?
I've always wanted a hardcore pseudo-realistic mech simulator with weighty movement and sim-style controls, singleplayer missions in varied environments you can use to your advantage (eg. cover, temperature management), and customizable mechs. Not an exclusive title, not a multiplayer-centric title, not a graphics whore if it's on PC, and able to be configured for gamepads or KB+M or whatever instead of an expensive and rare one-off controller.

Like this game, plus the advances we've made in 20 years.
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>>332429884
Even so, I would imagine a comparable controller will be developed eventually.
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>>332431626
>That sounds more like playing "as" a mech, not piloting one.
Perhaps it should change from seeing through the mech's eyes to seeing the inside of the cockpit.
An immersive, virtual cockpit would be interesting.
You could have a HUD which follows you like a pilot and a static control console you could see when you look down (e.g. Elite Dangerous Style)
ut the world.
I w
>I've always wanted a hardcore pseudo-realistic mech simulator
Same. I want to feel the power and shear mass of the robot as I travel throughout the world.
A completely (and realistically) destructible environment would be nice.
Half the fun of a large robot is crushing the structures around you.
Cracking asphalt, shattering windows, snapped and sparking street-lamps, etc.
Arkham Knight is a good example (or at least the best available example) though the world is too small for such a large piece of machinery.

>environments you can use to your advantage
Too often are mech environments stark wastelands or empty facsimiles of civilization.
I too want a varied, lifelike environment to navigate and utilize.
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>>332433076
>ut the world.
>I w
Laptop trackpad is always snipping and pasting without reason
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>>332433076
MW2 is my favorite mech game, but MW3 packs extra detail and immersion. You can even aim the arm cannons independently, like fleeing from something with the torso at 90 degrees, looking out the side window of your cockpit while returning fire with the arm. Your steps crunch asphalt, water improves the efficacy of your heat sinks, and you can blow up or destroy most structures you come across.

That was also the first mech game to make me consider KB+M over a joystick (which I had normally used for MW2). The ability to aim the reticle independent of the torso makes a lot of sense.
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>>332429796
Add VR and you have a good Appleseed game.
Could be fun.
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>>332429796

>implying it will even sold more than a hundred

people play video games because they are a lazy cunt

if they truly want to work hard while enjoying themselves, they will just play sport or exercise.

what happen to you Wii and WiiU stick?
what happen to your Playstation sticks?

all already in a box stored in the basement, because using them is too much work for you/
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I sort of want a responsive, evolving open world shared by multiple players.
It changes in response to player actions and allegiances.
Think Elite Dangerous on a single world with less trading and more combat.

I want the game to generates player devotion to a single mech.
The player should have some degree sentimental attachment to their mech.
The amount of work put into customizing and upgrading the mech along with the high cost of parts will foster a sense of pride in their big ol' bot.

Maybe a personal refuge of some sort to be built and shared by allied players?
It can be upgraded, manned, and expanded over time.
Hostile players can assemble a team and attempt to overtake the facility.
Create a few public hangars and limit the locations in which you can build your own base to encourage invasion.

I want to be a soldier of fortune escorting convoys, guarding refineries/pipelines, collecting bounties, assaulting strategic war assets for pay, etc.
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>>332435214
I'm thinking it won't be anymore demanding than a light gun for the most part, excluding a melee of close quarters build.

If you can control the direction of movement with the joysticks rather than physical gestures then I doubt the game will be that tiring.

You might be able to attach the remotes to a passive work exoskeleton though I doubt many would shell out the cash to do so.
They probably won't have the motivation regardless.
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>>332435354
This all sounds cool, but I can't get behind a game without singleplayer missions. In the end, multiplayer is always too fickle and interdependent to rely upon to that degree, IMO.

I really like the "foster a sense of pride in your big ol' bot" thing, though.
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I just want a real Armored Core game again. Most of the HD games were terrible and none of them played nothing like Armored Core. The sad thing is if they actually do make a new one it'll probably be a shitty Souls ripoff. I fucking hate Miyazaki.
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>>332436851
>none of them played nothing like Armored Core. Welp, this is what happens when you combine two sentences and don't bother proof-reading. "None of them played like Armored Core", is what I meant. The series went to shit with 4.
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>>332434239
Those small details are an important, and undervalued contribution to immersion.
Mechs often feel too clean and light to be realistic.
I appreciate a game that allows you to feel as you're actually piloting a seriously powerful piece of hardware.

Heat management is a burden that I prefer to endure.
The mech feels a little more grounded in reality when it behaves like an actual machine.
I want to consider fuel costs, remaining ammunition, vehicles mass, and overheating in a game.
It balances out heavy, overpowered builds.
Suddenly they have to consider the cost of their missiles, grenades, etc. and how much they can store, how quickly they'll expend fuel.
It makes their gameplay style more cautious and deliberate.
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>>332437449
Never played MW, but a lot of this applies to Armored Core as well and I couldn't agree more. People bitch about the heat mechanic but it adds another wrinkle to keep track of and makes it feel like you're actually piloting giant machine of death. Same with managing ammo and balancing the pros and cons of heavy equipment. The games would be so much worse off without that stuff.
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>>332437449
It's the distinction between a "simulator" and a streamlined action title. Unfortunately, I'm in the racing simulator niche and I know how that genre already faces difficulties, and mech simulators are a smaller niche.

>>332436851
I enjoyed the first couple AC games, but I didn't like how they ramped up the pace of combat and never improved the way the mechs handle (especially yaw control), at least from the newer ones I've tried.
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Where is that screencap of the Mech MMO when you need it?
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>>332436295
In Elite Dangerous missions are more like contracts rather than quests.
They're simple and only define what you need to do on your end to get paid.
How you complete the assignments is up to you.
You can accomplish them as a team, alone, or not at all.
Most are time sensitive and will be resolved whether you're involved or not (sometimes in the favor of your target).
You can even create your own missions.
You can invest in some parts and secretly higher folks to take out their parent factory to boost prices.
You can be a lone bounty hunter taking out carelessly destructive players.
Be an outlaw assisting in a hit or smuggling operation.
Maybe the increased success in moving illicit goods has sparked a nation to go on a reactionary campaign.
They're are alot of possibilities.

I understand why you would want single player solely.
Well written, planned adventures in a world that you alone shape is more satisfying sometimes.
Plus you don't have to deal with anyone else and have the luxury of completing tasks on your own schedule.
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>>332429796
Those controllers look totally wrong for a mech game.


I'd rather a flight sim setup (HOTAS+control board ala steel batallion) with full hand tracking and workspace awareness + VR. Sim the inside of a mech's cockpit, put controler analogs in the game's space approximately where they are in real space, and then sim the rest and interact via hand controls.

As close to the ultimate mech sim we could get right now.
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>>332438794
Nobody would play it. The reason V and VD sucked (for Western players at least) was the focus on MP.
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>>332438794
Yeah, don't get me wrong, the potential in what you're talking about is fucking huge, but people are dicks and are unreliable, and a game that utterly depends on that kind of multiplayer depth will inevitably die out someday.

It's saddening to look back on the history of incredible and revolutionary multiplayer-only games that no one will play again.
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>>332438464
>and mech simulators are a smaller niche.
True. Unfortunately the mech simulator market is diminishing.
People prefer quick paced, streamlined gameplay.
On the whole, most players do not want to deal with the difficulty and investment of thought required for a simulation game.
I understand it, sometimes you just want to blow something up and not think about it, but the desire to set aside strategy for an easier, less challenging game is eroding away genuinely immersive, realistic game-play.
Simple games have larger appeal and as the market for simulation/strategy games shrinks more developers are shifting their resources towards other, more accessible titles to stay afloat.
I can hardly blame them, they'll ultimately turn a larger profit by going down this path.
That being said, I still lament the loss of high-quality strategy/simulation games.
They'll still be there, no doubt, but they'll hardly have the same quality of resources at their disposal as they did in the past.
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>>332440520
I hope the upcoming Battletech (turn-based strategy) game can shake the IP out of its decade-long funk and maybe inspire another new Mechwarrior game in the tradition of the first four games instead of the heaping mess that is MWO.

Perhaps I'm just a fanboy to say this, but as it stands now, the Battletech/Mechwarrior brand may be the ticket to preserving the mech simulator genre.
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>>332429796
There was a mech game that tried to use motion controls once
https://www.youtube.com/watch?v=VxKRBUzElTU
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>>332441645
>I hope the upcoming Battletech (turn-based strategy)
pretty sure that got indefinitely halted because of publisher going out of business
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>>332442289
Publisher? Pretty sure he's talking about the one by the people who made those Shadowrun games.
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>>332442289
I don't think you mean the same game? I'm talking about the one now in development by Harebrained Schemes that got kickstarted.
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>>332439572
We'll have to fill in the gaps with intelligent, and responsive AI.
Smart AI will keep the world moving and changing in a realistic fashion.
We'll require objective oriented computers who will find new ways to fulfill their goals.
Additionally we'll need them to react accordingly to our own behavior (e.g. we continually betray people so they're hesitant to trust; we regularly flake out on contracts so they'll likely leave the more important jobs to those with better reputations)

I agree however, not many multiplayer games of this variety maintain a stable player population for long.
There will have to be a way to maintain the belief of meaningful game progression in the players.
Games of minecraft do so up till a certain point.
Eventually you build a lavish home and survival comes easy.
At this point any further construction feels purposeless.
The game will not only need to create a sense that one's work is actually worthwhile (e.g. upgrades which drastically improve gameplay and combat capabilities; self-directed base expansion which improves performance and allows new play options)
but it will also need to create a sense that the game is changing (e.g. resources allow you to lead construct larger teams and lead organized assaults rather than single spur of the moment attacks; rising reputation and greater resources increases one's influence in the behavior of the world).

The game will also need to add new, original content.
It will need something that changes gameplay entirely rather than simply adding more powerful weapons or armor.
(e.g. Minecraft adds horses and pistons; Elite Dangerous is working on an update that will allow people to explore diverse planetary environments; and as irritating as Bethesda is, they've put out the ability to construct and control your own bots)
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>>332443521
Huh, I must of accidentally set it to Spoiler Image.
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>>332429796
Eve: Valkyrie uses a "look to lock on" system for its missiles. I can definitely see something similar working for, say, Vox Machinae.
The thing with the motion controls might work better if you don't directly control the arms, but it's more like you've got laser pointer guns that they lock on to. You're still restricting your other inputs to the buttons on the motion controllers, though. Unless you do something like this, I guess.
https://www.youtube.com/watch?v=dDd8psWui8A
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>>332441645
Dual Gear is also out there, though personally I'm not a huge fan of turn-based games that aren't on a board.
I think the fun of a mech is the visceral, sudden destruction they unleash and the reaction of the world.
Turn Based Tactics leaves my units sitting in place and essentially pauses time until someone executes their own action.
It makes me feel disconnected from world I'm in.
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>>332444285
How'd you feel about something phase-based? Time is stopped during the planning phase, but in the action phase, everyone acts at the same time.
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>>332444285
>>332445153
Anyone remember the system from Titans of Steel: Warring Suns?
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>>332439052
The image may not do the controllers justice.
They're essentially free floating trigger handles with joysticks.
They're extremely precise. They capture both the exact distance and position from each other but also the most minute change in orientation.
I would like to use them with an oculus and enter a virtual cockpit I can move my head around in.
I would like to look down and see a control panel with fuel gages, ammunition counters, positioning equipment, etc.
My arms control the robots arms while the joystick controls my movement.
I point the reticules where I want to aim and the arms alter position to match.
I don't want direct arm control however.
The arms shouldn't move as fast as my own nor are they likely to have the same degrees of freedom.
I just want the arms to approximate the position
to the best of their abilities.
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>>332429796
>motion controls retardation are ok now cause Nintendo aren't the ones making them
Kill yourself, please.
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>>332445153
Are my decisions made in the planning phase?
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>>332445862
Seems more likely someone would develop a game with the Oculus Touch controllers or the Vive wands in mind.
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>>332445636
Never heard of it. When did it come out?
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>>332446039
That's what I was thinking, yeah. Similar to Frozen Synapse. Although I guess if you wanted, you could also add an interrupt system that could give you limited ability to change plans during the action phase.
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>>332438794
Are there any good tutorials on how design appealing mechs?
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>>332429796
No thanks--I'd rather go with a dual joystick deal. I'd feel stupid holding my arms out like that for a full session, periodically flailing them about.
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>>332439117
I think the MP was a great idea but not for a mission to mission online game.
It's like playing CoD. You don't often focus on strategy in a predefined, well known environment with equivalent starting conditions for either side.
It simply robs the necessity to plan.

Plus the environments were uninspired and lifeless. As if they were never lived in.
Cities felt too artificial.
They couldn't capture the atmosphere nor elicit the emotion their intros provided.
It's like it was for a completely separate game.
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>>332446685
I think what could work is to make it situational. Like, you usually control the mech with one stick and the guns with the other, but pressing the grip button on one of the controllers unlocks that arm from the targeting reticule and lets you aim it to the side manually.
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>>332446685
The problem with set joysticks is that they usually only give you the option to fire straight ahead whereas a Motion Controller with a VR headset will allow you to essentially fire wherever you want be it opposite sides or straight down.
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>>332447165
Funny, realworld tanks and jets manage just fine with joysticks.
Thread replies: 47
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