(losing) balance and falling
Hey guys,
in the Battletech tt, under various conditions, the mech would lose his balance and fall down.
I have come up with an idea to implement a "balance" game mechanic that is simple and intuitive, and at the same time offers tactical interaction, game depth and adds to the immersion of piloting a mech.
Lets say, we have a balance scale from 0 to 6.
0 means perfect balance,
6 means the mech is going to hit the ground.
- the base balance for standing still is : 0
- base balance for walking: 1
- base balance for moving backwards: 2
- base balance for running: 2
- torso twistet more than 30 degress: + 1
- torso twistet more than 60 degrees: +2
- heat level over 1/3 of max: + 1
- heat level over 2/3 of max: + 2
- moving on rough terrain: + 1
- moving on a swamp: + 2
- gyroscope damage: + 2
- leg damage + 1
a number of events adds an unbalancing effect for 2 or 3 seconds:
- taking sharp turns : +1
- getting hit (especially by gauss or ac20 ) (depending on mech size)
=> getting hit while jumping counts tripple
- firing gauss or ac20 (depending on mech size)
- landing after a jump: + 3
- having an arm shot off : +1
- melee attacks and collissions
- maybe light mechs should get a 1 point bonus
------
What are the benefits of this game mechanic?
(1) First and foremost, it adds tactical interaction , "tactical moves" to the game, for example:
- tactical maneuvering becomes much more interesting, because its favorable to avoid torso twisting.
=> you can position yourself in a way that would force the enemy to come in with a fully twisted torso, or take a sharp turn
- firing at the enemy when he is most vulnerable , even holding back fire in expectation of an opportunity
- the prospect of taking a double gauss hit in the near future might be enough to keep me from balance-risky behaviours
- - advanced team tactics: make the enemy risk his balance (send in a raven to get into the enemy atlas' back, forcing him to walk backwards, turn hard, and twist his torso), then abuse this weakness (team mate takes the atlas down with heavy gauss or ac20)
(2) Adds risk- reward – decisions
(3) makes terrain count
(4) adds to melee
(5) adds to heat mechanics
(6) adds to immersion: losing your balance was an important part of the battletech tt, and it just feels like it belongs into a mech sim
What do you think?


(Losing) Balance And Falling
Started by shadowsedge43, Jul 22 2013 09:05 PM
2 replies to this topic
#1
Posted 22 July 2013 - 09:05 PM
#2
Posted 24 July 2013 - 05:42 AM
Falling and collisions were in closed beta. It has been taken out probably due to abuse of the mechanic. A light mech can rugby tackle an assault while his team face melt him as he gets up. I agree it would be nice to have back in some form but it's down to the time the developers have available and they have plenty to do.
#3
Posted 24 July 2013 - 12:09 PM
shadowsedge, I suggested waaaaaaaaay back in closed beta. The response I got from PGI was it is on the list of things to do, but it will a long time before it becomes implemented, like after release. I suggested it with walking over ice or when mechs move supper fast on concrete, it's like walking on wet glass and steel on concrete just slides like crazy at top speeds, plus the foot looses armor due to it grinding and sliding.
My guess is don't expect to see it until at least 2014.
My guess is don't expect to see it until at least 2014.
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