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Directional Jumpjets


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Poll: Directional Jump Jet control (64 member(s) have cast votes)

Would this be worth adding to MWO?

  1. Yes (37 votes [57.81%])

    Percentage of vote: 57.81%

  2. No (27 votes [42.19%])

    Percentage of vote: 42.19%

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#21 Sephlock

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Posted 24 April 2013 - 02:58 PM

Jump jets do so much more than they should already. They're JUMP jets, for jumping from point a to point b and for DFA. You aren't supposed to be like this:



#22 Ancient Demise

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Posted 24 April 2013 - 03:11 PM

Okay looks like someone beat me to it, but here are my thoughts anyways..
This is not a post to complain about pop tarts, despite my feelings on the topic.

Jumpjets make me sad. (in their current state)




Jumpjets are suppose to increase the manuverability of the mech by allowing it to leap 30 to 210 (max that I know of) in the air. Assault mechs (take the Executioner, for example) mount jump jets so that they can keep pace with some faster mechs. Now, if we go by CBT (yes, I know the folly of comparing this game to CBT and the current track record - coolant pods pre-3053, angel ecm pre-3056....) these jumps are more or less parallel to the ground. Iirc, jumps can be made in any direction, can change directions with movement points, and can end facing any direction (with some consideration for height, of course). What the devs currently have for the 'up' makes sense, but leaves us leaves us wanting something with more uses than jump sniping or spider dancing. Momentum is conserved with the jump, but heavier mechs move slower therefore their jumps are almost always pop tart-ish.

I propose a directional system more similar to the mwll system than mech 2 or cbt. (Example using keyboard)
1. Simply pressing space bar will launch you 'up' a limited distance (the current jump jets) and you will keep whatever momentum you have.
2. Pressing space with any W or S will launch you in that direction in a low arc, relative to your torso.
3. Using the directional jump will launch you further, say 30 meters for each jump jet you have mounted (or for each 'ton' of fuel you have left
4. Holding space in a direction will burn your remaining fuel for a full launch OR tapping space will burn one ton's worth of fuel at a time, but only in that direction. Attempting to jump in the opposite direction will stop you and burn the rest of your fuel (to prevent truly flying mechs)
5. Jumping backwards relative to your torso will half? the distance you can travel
6. Pressing A or D and space will turn your mech in place (momentum is conserved, inertia based on tonnage, if not size and shape) while rising slightly.
7. Introduce screen/crosshair shake while your jump jets are engaged.
8. Once you have initiated a directional jump, vertical jumps are prohibited until you land??

Anything else?

Obviously inertia and momentum should be considered with all of this, as well as some sort of scale based on current speed/tonnage to limit using this as a booster for your current speed and extreme spider flights.

TL;DR - We want more out of our jump jets:
Mechs should be able to jump their full 'canon' distance, but not necessarily that distance straight up.
Mechs should be able to utilize jump jets to increase maneuverability and average speed.
Mechs should have a check in place to make shooting while jumping (or even falling) less accurate.

#23 Hopdevil

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Posted 29 April 2013 - 11:45 AM

Isn't this game called Tribes?





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