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Will lack of melee have further repercussions?


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#1 Aleksandr

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Posted 02 November 2011 - 09:54 AM

I understand the current thought process behind not having melee weaponry. I just really want to advocate that other physical things should not be affected. For example, losing balance and possibly even falling from terrain or absorbing heavy damage.

It's also for more reality in the gaming. If I am a 50 ton mech and I charge a 30 ton from behind at full speed, that sucker better falter or fall over, and damage should be assessed. While not precisely melee, it would still cause damage to both mechs and possibly damage cockpit equipment as well.

Also, I would LOVE effective death from above.

Some of my most memorable games from the tabletop game in my childhood include:
- Jump jetting a firefly directly on top of my brother's 50 ton mech and destroying it in one blow due to extreme luck (landed well on the mech, he lost balance and fell, two ammunition bays exploded due to the fall).
- Ramming my battle-weary, ammunition-less, nearly-dead mech into a friend's pristine one, destroying mine in the process but still causing damage.

In MWO if I jump jet onto someone's head, and I just slide right down the 3d model and land perfectly on the ground with no damage taken on either side, it will be a huge disappointment.

#2 DFDelta

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Posted 02 November 2011 - 10:37 AM

DFA should only be included if the act of jumping itself is hard enough to do to actually make it hard to pull off.
And it should cause severe damage to yourself.

#3 Aleksandr

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Posted 02 November 2011 - 10:48 AM

View PostDFDelta, on 02 November 2011 - 10:37 AM, said:

DFA should only be included if the act of jumping itself is hard enough to do to actually make it hard to pull off.
And it should cause severe damage to yourself.

Agreed, one way to do that would be that you would have to counter-balance your directional movement with your mouse (so that, for example, if you jump forward, your mech could drift its head towards its feet, requiring you to fight to control the mech angle). I think that should be required for jumping in general. That would also make it extremely difficult to fire a weapon while "flying" not to mention heat repercussions.

#4 Vance Diamond

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Posted 02 November 2011 - 11:04 AM

Mech collisions with umph-

Something never done yet in the genre.

Would add new tactical options in battle.

Sounds like a great idea to me.

#5 DFDelta

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Posted 02 November 2011 - 11:32 AM

If collision damage is possible I want a Charger. Now.

Smashing into a 30 ton mech with a 80 ton assault going 86km/h is bound to produce some awesome ragdolling :)

#6 godmonkey

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Posted 02 November 2011 - 11:48 AM

and suddenly the charger with its six small lasers doesn't seem so bad after all. "Does exactly what it says on the tin. Charges"

#7 Skoll

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Posted 02 November 2011 - 12:57 PM

Adding a working DFA would probably lead to a mass of kamikaze Kurita pilots.

#8 SquareSphere

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Posted 02 November 2011 - 01:00 PM

It really depends on if the engine they choose handles collision detection and models. That's not even talking about how they will handling models clipping each other or map objects.

#9 TheVengeant

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Posted 02 November 2011 - 01:56 PM

Regardless of what you call it, the appeal to consider the physics issues that a shooter-only sim will suffer has merit. Physical attacks (including collisions, falling, DFA), if not prioritized in the initial iteration for business reasons, NEED to be planned for inclusion in the first expansion, IMO.

#10 Aleksandr

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Posted 02 November 2011 - 02:34 PM

View PostSkoll-, on 02 November 2011 - 12:57 PM, said:

Adding a working DFA would probably lead to a mass of kamikaze Kurita pilots.

True, it could lead to too-easy griefing. However the manual skill required to do that and the negative effects of jumping into someone else could deter all but the most desperate.

Also, depends on the game type. If all you have is 1 mech, and then you're out of the match, there is no way I would DFA unless a last-ditch effort for glory.

#11 Aleksandr

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Posted 02 November 2011 - 02:38 PM

View Postgodmonkey, on 02 November 2011 - 11:48 AM, said:

and suddenly the charger with its six small lasers doesn't seem so bad after all. "Does exactly what it says on the tin. Charges"

Hehe.

I would argue that the smaller mechs should be agile enough to get themselves out of the way, and that larger mechs would receive significantly less damage, reducing the effectiveness of the charge. But yeah, why not? Assessing true damage might be too much (the damage too high, I mean). However, I just hope there is physics of some kind so that I don't just slide across some guy's arm, or, heaven forbid, walk right through him/her.

Edited by Aleksandr, 02 November 2011 - 02:38 PM.


#12 MasterErrant

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Posted 13 April 2013 - 09:49 PM

View PostDFDelta, on 02 November 2011 - 10:37 AM, said:

DFA should only be included if the act of jumping itself is hard enough to do to actually make it hard to pull off.
And it should cause severe damage to yourself.

DFa and charges do massive damage to the target and heavy damage to the attacker. but it can finish a desperate fight.

mercs leanr not to do it....(Grab some books and look up the availability of leg actuators as parts to buy...lol...


One ot the signal failures in the system is the lack of movement and traction physics.
there is a reason for example that most of the city fighting mechs are "Not" gfast.





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