Please provide myself with link if subject is being discussed.
When is the planned date for implementation of Collisions/Collision Damage?
- Having it so I can knock over anything that is either, Going slower then myself, Or hasn't got a stronger Gyro then my Battlemech?
- I would go with a healthy balance of both, Focusing on the Strength of said class of Gyro in the Battlemech even allowing a selection of Gyros to choose from, by class & Battlemech.
- The classic & renown Highlander Burial, I would make it so the players Battlemech Doesn't go into the void becoming a ghost in game, until it hits the ground with the player on top.
- Highlander Burial: Obviously you will have to rupture the intended Enemy Battlemech Engine/legs Or cockpit to successfully pull it off
- Engine: Depending on where you hit, No armor should be suffice.
- Legs: With collision/Collision damage being implemented, Using the physics engine add on or present one, Basically crushing the legs form above, No armor being a negative & Armor being a positive in regards to the health of the legs.
- Cockpit: A direct hit on the cockpit? No armor instant death, Armor depending on how much is left to determine death.
- In built physics to govern the collisions?
Also:
Ballistic mayhem?
I remember in previous MechWarrior games, Being able to over power another's Gyro with ballistics. This is a must, A deal Breaker if you will
- It was mostly when I put 2 LBX AC/20 rounds into the odd medium Battlemech & mostly all the time I hit a light Battlemech.
- Basically having shear force of any weapon over powering the inbuilt Gyro. Example: Missiles/Ballistics/Battlemechs/Artillery & Airstrikes.
- Also having a multiplier for when taking hits from more then one player.
- Deflection/Glances/direct hits should play a factor with the success or failure to knock over the enemy.
- ???
Edited by covert69, 29 March 2014 - 03:00 AM.