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Momentum Issues


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#1 An Ax Murderer

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Posted 03 July 2013 - 05:05 PM

There are a few issues with the new momentum tweaks that I would like to address. You guys have stated multiple times that you want the mechs to feel realistic.

Movement

It takes longer for an Atlas to stop compared to a Jenner because it is heavier (This is what I gathered from how you described it). However, the loss of momentum cannot be constant across the board. I find it hard to belive that a mech' 1000 years in the future does not have a system of braking to slow down (wether it be Engine Braking, or something slowing down the legs).

P=MV
  • Where P= Prolonged Force (momentum)
  • Where M= Mass
  • Where V= Velocity
This works great for determining how fast a certain mech' can accelerate or deccelerate.

Solution: Don't change the time it takes for a mech' to start or stop, just add in some information to back up why it takes this amount of time (see above reason)

Jumpjets

Firing your jumpjets shoots you straight up into the air, we can all agree. However, the problem is that you lose speed (momentum) much too quickly. The only factor that would slow down a Jenner jetting into the air is air resistance. This force WOULD slow the mech down, but not as dramatically as it currently does.

Then there is the matter of the "stall" when you hit the ground. We have established that the momentum is not realistically lost as fast as it is in game, so the mech would still be moving when it lands. Landing from a very high fall (i.e you use all your fuel going up, and drop back to ground with no cusion) would cause you to lose speed, sure. The problem is that when you feather your jets, stay just a few meters off the ground, and land easy, you should not have a severe drop in speed.

Solution: Tweak the rate at which you lose speed when using JJ, it should lose it, but not nearly as quickly. Also, a hard landing will cause speed to drop (complex physics), but "feathering" your landing will not cause as much decceleration.

These "artificial values" you are currently using for momentum need to be swapped out for a system that has a little bit more math put into it, specific values for specific situations. They are, after all, feats of engineering, aren't they?

Disclaimer: I'm not claiming to be an expert, and there is a lot of math involved in all of this. I am just putting the idea out there. If you can do all the math, feel free to correct me where I am wrong. Dev's, if you have already done all the calculations and everything is as it should, more power to you.

Lastly, in regards to the terrain affecting how a mech' moves.

Why in hell would the SIZE of the mech cause it to slow down over the WEIGHT of the mech? This makes absolutly NO sense. Saying that a 65 ton mech is just as agile as a 50 ton mech because they are about the same SIZE is mind boggling.


Edit: Formatting errors...

Edited by An Ax Murderer, 03 July 2013 - 05:16 PM.






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