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Story And New Push Mechanic For New Collisions!


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Poll: Story And New Push Mechanic For New Collisions! (33 member(s) have cast votes)

would you Support this Dynamic Push Mechanic?

  1. Yes, could help bring Collisions back to MWO! (30 votes [90.91%])

    Percentage of vote: 90.91%

  2. No, dont think it would be a good change, (3 votes [9.09%])

    Percentage of vote: 9.09%

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#41 dario03

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Posted 10 March 2015 - 10:25 AM

View PostDuke Nedo, on 31 January 2015 - 04:46 AM, said:

There's great troll-potential in pushing teammates off cliffs and bridges.... but I still want it! :)

Big stompy robots in 2015 need more physics...


This is what concerns me. There is already a lot of people that shoot through or get right up on friendly mechs and try to push past them to take a spot because they can't be bothered to use the peeking spot thats 10m over.

#42 Andi Nagasia

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Posted 31 March 2015 - 06:00 PM

i think this could really mix on how some people play,
and get people to come up with some new tactics,

#43 Catalina Steiner

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Posted 17 April 2015 - 02:15 AM

Moved to "feature suggestions" by request of thread -opener.

#44 Hotthedd

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Posted 25 April 2015 - 02:34 PM

View PostLordBraxton, on 23 January 2015 - 08:46 AM, said:

Bring back knockdowns.

Stun locks are a bad game mechanic.

#45 Celtic Warrior

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Posted 15 May 2015 - 05:11 PM

View PostAgent 0 Fortune, on 19 January 2015 - 08:25 AM, said:

It needs to be back in to prevent enemy light mech, leg humping. They have really been abusing the collision/teleports lately.


This x1000! How can a light mech run up on a heavy or assault and stop it dead in its tracks? This has bugged the crap out of me since day one.

#46 Enigmos

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Posted 18 May 2015 - 06:20 AM

I could support the push mechanic but I think there should also be collision damage.

Two sticks at the end of a match with minutes to go, mechs that are completely disarmed by either damage or depleted ammo, should be able to ram one another <ramming speed!> for damage keyed to size and speed until one is destroyed <insert visual of crippled DWF chasing crippled locust>.

Edited by OriginalTibs, 18 May 2015 - 06:20 AM.


#47 Nightmare1

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Posted 28 May 2015 - 11:55 AM

PGI should bring back collisions and knock-downs. This just ain't MechWarior without them!

#48 9erRed

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Posted 28 May 2015 - 03:55 PM

Greetings all,

Lots of discussion about what elements could be included into calculation of a push force for any 'Mech.

- If it's a matter of just having the hit box or bounding area's of the 'Mech element be the 'resist' wall for this type of collision,
'upon contact with any two 'Mech's or object, a formula is calculated for contact surfaces, weight, direction of movement, speed, altitude differences, and 'Mech design.'
- All leading to a value and direction of 'push force' that could be applied.

We should understand that everything that's been suggested is, probably, already part of the 'Collision and Knockdown' design, or if not well embedded within that same code. As not every collision will lead to an abrupt stop or fall, at lower speeds it should simply be this same suggested 'Push Force' and associated low speed damage event.
- Within Lore and tabletop there is a specific event that can be used with all 'Mech's, with the associated risk. The 'Charge'.
- This attack mechanism is directly in line with the suggested 'Push' feature, as it entails both the physical push and blunt trauma damage that the suggested 'Push' should have. (but this is a selected action the Pilot engages, and not a random event.)

I had mentioned 'Mech design' as a consideration of calculating the force within a 'push event'.
- Where this should be considered is the leg design of the 'Mech, straight legged or 'chicken leg' design. Each offering somewhat different abilities in posture, balance, stance, and stride strength. And could be associated with slightly different abilities in outright traction and push force. (it's a detail thing, but may or should be considered.)

We have yet to see how PGI will implement direct full collision with 'Mech's or objects, either at slow or fast speeds.
- Running into a solid object at 90 to 120kph should do damage to exposed weapons barrels or armour at the contact location.
(something we have not yet seen, and require a whole new dynamic to speedy 'Mech's and much better Pilot control or consideration if running at speed.)

If we delve into the MechWarrior Tech for just a minute, there needs to be some consideration of the 'collision avoidance' that is built into every 'Mech. This is a dynamic control system that operates in conjunction with the Pilots movement controls, slightly adjusting the direction or stance of the 'Mech to avoid inherent collisions with any object. But still obeying the Pilots choices, and if it means swinging the arm and barrel through a building to bring the weapon onto target it will, warnings will sound but the 'Mech will still do it.
- This same 'avoidance' should be considered in any non-intentional impact or collision. If the 'Mech can 'step around' an object it should. Sometimes directly conflicting with this suggested 'Push' effect, as the 'Mech will simple avoid it and walk around the object, even in reverse.
(we have absolute direct movement control over our 'Mech's now, perhaps we need some 'avoidance' brought into the design of movement? And more in line with how they, 'BattleMechs', are stated to operate.)

I do like the 'Push feature' suggestion, but I think it's all part and parcel of the Collision and Knockdown design.

Just some thoughts,
9erRed

Edited by 9erRed, 29 May 2015 - 12:42 PM.


#49 Lugh

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Posted 10 September 2015 - 06:12 AM

View PostAgent 0 Fortune, on 19 January 2015 - 08:25 AM, said:

It needs to be back in to prevent enemy light mech, leg humping. They have really been abusing the collision/teleports lately.

They have always abused the &$^%& out of this mechanic from the very moment collisions have been removed from the game.

The sad testament of people truly lacking in skill.

But they are l33t for exploiting physics that don't exist!! :P :rolleyes:





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