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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[MechWarrior Online fights with knowledge as well as lasers]]></title><link>http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/</guid><comments>http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a>, <a href="http://massively.joystiq.com/category/mechwarrior-online/" rel="tag">MechWarrior Online</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/"><img alt="MechWarrior Online" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/mech2.jpg" /></a></div>
In any combat situation it is key to be as well-informed as possible: to know where your enemy is (hopefully not right behind you), what resources you have on hand (dual Twinkies), what you're up against (spouse aggro), and so on. The makers of the upcoming <a href="http://massively.joystiq.com/category/mechwarrior-online/"><em>MechWarrior Online</em></a> have devoted their second dev blog to the importance of information -- or as they put it, "knowledge is power!"<br />
<br />
To aid with information warfare, the designers will provide to players a key tool called a BattleGrid, which will function like a pumped-up interactive map during in-game conflicts. Through the BattleGrid, players will be able to get a good idea of what's going on in the field quickly and what orders are coming through for the attack.<br />
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The blog post also mentions the concept of "modules" that allow pilots to customize their 'Mechs, and it gives a brief overview of the line-of-sight targeting system and how players can work together to share battlefield information as well as how they can confuse the enemy. Hiding and seeking in the game will require a good combination of both detection and "spoofing" modules to keep your team alive while exposing the opposite one.<br />
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[Thanks to Nimsy for the tip!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/">MechWarrior Online fights with knowledge as well as lasers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 04 Jan 2012 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20140463/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/04/mechwarrior-online-fights-with-knowledge-as-well-as-lasers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlegrid</category><category>detection</category><category>dev-blog</category><category>dev-diary</category><category>developer-blog</category><category>hide-and-seek</category><category>information-warfare</category><category>knowledge-is-power</category><category>line-of-sight</category><category>mech</category><category>mechwarrior</category><category>mechwarrior-online</category><category>module</category><category>modules</category><category>piranha-games</category><category>spoofing</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Wed, 04 Jan 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[The importance of collision detection in PvP]]></title><link>http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/</guid><comments>http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a></p><a href="http://relmstein.blogspot.com/2008/04/butting-heads-collision-detection-in.html"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/zidane_headbutt.jpg"  alt="" /></a><a href="http://en.wikipedia.org/wiki/Collision_detection">Collision detection</a> in an MMO is just one of those things you may take for granted. If it works, you don't really notice it. If it doesn't work, it's a fun little exploit to hide in a rock and amaze your friends! But collision detection is becoming increasingly important in upcoming MMOs such as <em><a href="http://massively.joystiq.com/tag/Age-of-Conan/">Age of Conan</a></em> and <em><a href="http://massively.joystiq.com/tag/Warhammer-Online/">Warhammer Online</a></em> because of their predominant PvP natures.<br /><br />So in <a href="http://relmstein.blogspot.com/2008/04/butting-heads-collision-detection-in.html">a recent post at Relmstein's blog</a>, he dissects the different types of collision detection, how they work and in which situations they would be most useful. These situations can range anywhere from player-to-player, player-to-fixed-object or player-to-moving-object collision. Each one requires its own type of algorithm which reacts differently when applied. Most of these detection methods would be set in place to avoid <a href="http://www.youtube.com/watch?v=4YV7yoKmoLs">exploit</a>, but can be tricky when it comes to things like line-of-sight.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/">The importance of collision detection in PvP</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Apr 2008 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://relmstein.blogspot.com/2008/04/butting-heads-collision-detection-in.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1173180/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/21/the-importance-of-collision-detection-in-pvp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>collision</category><category>collision-detection</category><category>line-of-sight</category><category>pvp</category><category>relmstein</category><category>warhammer-online</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Mon, 21 Apr 2008 19:00:00 EST</pubDate></item></channel></rss>
