Voidsinger, on 27 March 2013 - 09:02 PM, said:
Imagine any of the following factors coming into play:
- Kinetic energy of colliding mechs.
- Hands helping recovery times
- Jump Jets helping recovery times
- A light rising before the heavy (as they usually should).
- No predetermined advantage for mass.
I suggested some time a got that collision should base on:
Speed+weight+chassis bonus against speed+weight+chassis bonus
Bonus means some have bonus to trip others (dragon?, charger?) and some have resists against being tripped (cicada?), this also a way to bring gyro upgrades in the game.
Much better it would be, if they also take the high of a mech into account.
Like a commando ramming an atlas takes damage all over, but the atlas only to its leg and maybe to its centertorso.
Dfa would damage the legs of the jumper (maybe with some damagereduction?) and the head and/or centertorso (jaeger) of the victim. Should be not so much more work, if they do the highbased ramming damage thing.
Dont know what damagefactor should be tight to the kineticenergy for damagecalculation. Maybe E*0,000001, thats around 2,5 damage for a 25ton mech ramming a standing mech with 50kph, 9,5 for 100kph and 21 for 150 kph. But thats seems a little to much, dont be in the right mood to do more of the math now, i should be balanced around 2 62,5 ton (the middle between 25 and 100 tons) mechs both with 95kph (the middle between 40 and 150 kph) running toward each other and crash frontal.
Jumpjets will help your mech flowing over the ground on its belly. Look there is a spidertorpedo coming crashing his head to an atlas feet.
Another edit....
Edited by Galenit, 28 March 2013 - 06:15 AM.