Greetings all,
Reference the original implementation of Knockdown;
Back in it's original implementation things didn't go as well as planned for PGI and the method they used to show this effect. There were delays between the client and the server, causing the knocked down Mech to warp to a slightly different location for the animation of standing back up. The actual knockdown animation event wasn't that bad, but soon was abused. So it was removed until PGI could get to a better state with the game. Since then, we have had quite a few improvements in the background code, hit detection, and damage model, and it may be a better time to try a new approach with this rather common BattleMech effect.
Now there are a few new variations that PGI may want to look into with a return of this feature, mostly the Mech's own computer assisting in avoiding collision in the first place. As it was not only the pilot driving the Mech that controlled where it went and how it got there.
So, some back ground first on what is actually going on for the Mech and the Pilot.
- The Battle Mech operates, senses, stands and moves through the use of the Di (Diagnostic Interpretation Computer) computer in all Mech's, this unit controls all the functions for the Mech automatically. The DI computer is a network of distributed computers that monitor and coordinate most of the internal functions and components of a BattleMech.
- The DI computer manages all the systems in a BattleMech. All components have their own controlling sub-computers which are brought together by the DI system. The DI, for example, sends commands to actuator MCUs in order to promote smooth limb motions. Each weapon system sub-computer will send it's state of readiness or malfunction to the DI computer. More advanced DI computers will indicate to the MechWarrior what the cause of the problem is and try to fix the malfunction, all with no input from the MechWarrior.
- The DI also keeps the 'Mech from damaging itself. For instance, it will cut back on systems that generate heat when the 'Mech suffers from heat sink damage or is in a very hot environment. It is also capable of overriding the "common sense" of the component level systems. When the MechWarrior demands it, the DI will run the engine hot even if the engine control computer is trying to keep the engine cool. When a MechWarrior pushes throttle forward, it is the DI controls the engine power, the gyro, and coordinates actuators. When a BattleMech takes damage, the DI is what reconfigures leaking heat sinks, bypasses severed myomers and tries to re-route power to disconnected weapons.
Now we need the Gyro system;
- The gyroscope is the device that provides the swift, fine changes in force necessary to keep a BattleMech upright. Even the best 'Mech actuators are too slow and imprecise to apply the force needed to keep a 'Mech upright. Without an active gyroscope a BattleMech can not move - it will fall over and will not be able to get up.
- While an effective system for keeping the 'Mech upright, these balance sensing systems can be fooled fairly easily. High speed impacts, sudden changes in altitude, and especially the loss of one or more frames of reference
(such as falling in mid air - the loss of gravity as a frame of reference).
- Also, 'Mechs are not good at determining when they should be off-balance, which is surprisingly useful in combat. Leaning away from an attack, or leaning into a physical attack, and a myriad of other tactics are essential on the battlefield. However, it is the MechWarrior's sense of balance, as translated by the Neurohelmet, that handles what the balance sensors and Diagnostic Interpretation computer cannot cope with or predict for.
Movement and avoidance;
BattleMechs are actually quite capable well-programmed robots, with most of that capability stemming from the DI computer network and programming. That said, 'Mechs are not built or programmed to be autonomous, mostly because they carry a huge amount firepower and are so large. MechWarriors handle all of the higher-level decisions, essentially handling "higher level thinking" and balance tasks for their 'Mech. What the BattleMech computers do handle is a massive amount of lower-level decision making.
Moving is yet another task that the BattleMech does a lot of work at. Though a BattleMech may have proportionately large feet, it still must choose every footstep with care in order to compensate for outside forces or in anticipation of environmental features. Again, it is the DI that handles this, via a 'Mechs many sensors. Hand actuators are also tools that the BattleMech will handle via the DI network, especially more modern 'Mechs, which are programmed with very capable and complex actuator routines. BattleMechs will actually move their limbs and torso to avoid collisions. The agile movements of a light BattleMech threading its way through a forest is not only the result of a talented MechWarrior, but the 'Mechs own DI computer avoiding the trees.
However, BattleMechs do sometimes simply crash their way through forests, clip buildings, or trip down into ravines. This is because BattleMechs are programmed to obey their pilots, regardless of the "common sense" programmed into the 'Mech. For instance, a 'Mech will swing its arms through the side of a building if that is what's required to bring weapons to bear on a target. BattleMechs will give collision warnings, but they don't override their pilots. Ironically, this is one of the reasons why it takes a long time to train good MechWarriors. MechWarriors actually have to learn how to think for their 'Mech and exploit the machine's "intelligence" in order to get the results they want.
Ok, end of the background on what's really happening and why you needed to know it.
- In most cases of Mech on Mech collisions in this game we should have some system similar to the Mech's Di that actually tries to avoid the situation in the first place. Especially useful for fast light Mechs.
- A system that actively tries to assist in collision avoidance. By either trying to steer around, moving limbs out of the way, or slamming on the brakes.
- If all else fails, then lessening the knock down damage by use of arms and legs, similar to recovering from a stumble. Not all collisions should result in the Mech actually falling down. Or as in some past MechWarrior games, being knocked down to one knee from massive weapons impacts.
Some considerations to take into account,
- how much of an impact is required to knock down a Mech, either half down to a knee or full fall over.
- Does the Mech's design effect it's likelihood to be knocked down.
- At what point of force applied do you kick the pilot out of the cockpit and run the animation.
- do we need a key bound to override this auto avoidance and select "Charge Mode"
Just some things to consider if PGI selects to implement this action again. Now I would like to see a return of a new and improved knock down feature, mostly so small or light speedy pilots actually can learn to drive there Mech's correctly. And as stated there should be penalty's and damage for purposely impacting other moving or stationary objects, or choosing to engage "charge mode".
Just some thoughts,
9erRed
Edited by 9erRed, 21 April 2014 - 07:03 PM.