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Underwater Areas On Some Maps


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#1 Kalimaster

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Posted 03 August 2015 - 10:48 AM

I know that Forest Colony is under work. I would like to see a section where our Mechs could submerge, even if only briefly as they move through a portion of the map.

#2 gloowa

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Posted 03 August 2015 - 10:57 AM

good luck finding that powered down last mech standing locust.

#3 Juodas Varnas

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Posted 03 August 2015 - 10:58 AM

View PostKalimaster, on 03 August 2015 - 10:48 AM, said:

I know that Forest Colony is under work. I would like to see a section where our Mechs could submerge, even if only briefly as they move through a portion of the map.

What i'd like is a speed reduction when moving through water.
Also, being unable to use submerged weapons
And having constant internal damage if one of your components are stripped of armor and are submerged in water.
You know? To simulate the whole breaching thing ( i do realise it didn't need to strip the armor, it only needed to damage and like make a roll for breach, if i recall correctly)

That'd be cool.
Much realism.
Such wow.

#4 Top Leliel

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Posted 03 August 2015 - 11:02 AM

I like the idea.

What would be the lore ramifications? Going by various sources' logic, completely submerging a mech would double the effectiveness of all its non-engine heatsinks, not just the ones in its legs. But it would cause short-circuiting(automatic low signal after a period of time, after longer, occasional unpredictable shutdowns, reduced range on missiles and energy weapons) and internal water pressure is bad for jump jets(jump jets have a chance of exploding when used).

Edit: Here's an idea for how it could work, with Juodas Varnas' suggestion worked in.

Safe status: 0 to 30 seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%

Liquid Damage Warning: 30 to 120 seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%
*Energy weapon range reduced 50%
*Low Signal
*Advanced electronics are 50% less effective
*Exposed parts with stripped armor take occasional internal damage
*If internal damage is dealt to center torso, the mech shuts down and has to be rebooted.
*If internal damage is dealt to a section with advanced electronics, that upgrade has a high chance of being destroyed

Liquid Damage Critical: 120 or more seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%
*Energy weapon range reduced 50%
*Low Signal
*Advanced electronics do not work
*Exposed parts with stripped armor take occasional internal damage
*Moving or firing a weapon has a chance of causing random internal damage.
*If internal damage is dealt to center torso, the mech shuts down and has to be rebooted.
*If internal damage is dealt to a section with advanced electronics, that upgrade has a high chance of being destroyed

Edited by Top Leliel, 03 August 2015 - 11:19 AM.


#5 gloowa

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Posted 03 August 2015 - 09:08 PM

View PostTop Leliel, on 03 August 2015 - 11:02 AM, said:

I like the idea.

What would be the lore ramifications? Going by various sources' logic, completely submerging a mech would double the effectiveness of all its non-engine heatsinks, not just the ones in its legs. But it would cause short-circuiting(automatic low signal after a period of time, after longer, occasional unpredictable shutdowns, reduced range on missiles and energy weapons) and internal water pressure is bad for jump jets(jump jets have a chance of exploding when used).

Edit: Here's an idea for how it could work, with Juodas Varnas' suggestion worked in.

Safe status: 0 to 30 seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%

Liquid Damage Warning: 30 to 120 seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%
*Energy weapon range reduced 50%
*Low Signal
*Advanced electronics are 50% less effective
*Exposed parts with stripped armor take occasional internal damage
*If internal damage is dealt to center torso, the mech shuts down and has to be rebooted.
*If internal damage is dealt to a section with advanced electronics, that upgrade has a high chance of being destroyed

Liquid Damage Critical: 120 or more seconds submerged.
*Heat sinks outside of engine are 100% more effective.
*Jump Jets have a chance to explode if used.
*Projectile speed of missiles is reduced 75%
*Energy weapon range reduced 50%
*Low Signal
*Advanced electronics do not work
*Exposed parts with stripped armor take occasional internal damage
*Moving or firing a weapon has a chance of causing random internal damage.
*If internal damage is dealt to center torso, the mech shuts down and has to be rebooted.
*If internal damage is dealt to a section with advanced electronics, that upgrade has a high chance of being destroyed

Sooo... basically you wanna spend a lot of dev time and CPU time to ensure no one will ever submerge their mech. I think that having water knee-deep is better solution.

#6 VinJade

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Posted 04 August 2015 - 08:59 AM

The following happens if you go underwater:

you cannot use JJs that are underwater, all ballistic/PPC weapons cannot be used,faster heat dissipation, and energy weapon range/damage is reduced.

#7 Top Leliel

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Posted 04 August 2015 - 11:04 AM

View PostVinJade, on 04 August 2015 - 08:59 AM, said:

The following happens if you go underwater:

you cannot use JJs that are underwater, all ballistic/PPC weapons cannot be used,faster heat dissipation, and energy weapon range/damage is reduced.


Something like this would be a simpler solution.





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