Belisarius†, on 28 April 2012 - 04:00 PM, said:
Oh no.... Victor, I didn't expect to see you making one of these cancerous billion-option-polls.
I really didn't want to make it so overly complex; the problem is I really had two things I wanted to talk about in the same thread (Knockdown effects and knockdown reasons) and thought making two threads would be overkill and offer a ton of redundant posts. So I figured it was better to bite the bullet and combine them into one.
Belisarius†, on 28 April 2012 - 04:00 PM, said:
Nonetheless the question is interesting. I think knockdown has to be in the game, and I wouldn't be averse to losing your balance on pavement or with a damaged gyro, but I agree that it's essential that it not just be a random occurrence. I would very much like to see some kind of mechanic analogous to TT's piloting skill checks. Pavement sliding in particular has to be handled very carefully, or city maps will just be an enormous cluster.
I was thinking either subtle ques (Increasingly stressed sound effects or a graphical cockpit tilt) or very explicit ones (a graph/color indicator showing stress and indicating when you are nearing a knockdown) would work in terms of gryo/pavement skids - if you push it into those, you're doing so at your own risk with the idea being in most situations to avoid doing it. I agree making it a random roll would end up with a cluster, in particular on damaged gyro 'mechs.
Belisarius†, on 28 April 2012 - 04:00 PM, said:
I know people tend to be violently against little hot-button minigames, but for something like turning a corner quickly it would be great if carefully tapping the opposite direction or twisting your torso to balance could be used to keep you upright. Rather than just a "you're going too far and now there's dice rolling" indicator, I'd like to see experienced pilots able to consistently take tighter corners at higher speed, and stay upright under more punishment. It should require a lot of finesse.
I think the main reason people hate these is when they are poorly integrated into the game; why I'm alright with a balance minigame or something simple like a Gears of War reloading minigame, because they're a consistent mechanic and you can count on them; versus the fad Quick Time Events which are sort of like Dragon's Lair and randomly throw buttons at you that you cannot prepare for because they are unique to a specific event. So yeah, something like that could work just fine.
Belisarius†, on 28 April 2012 - 04:00 PM, said:
Regarding the aesthetics of skidding etc, I think Cryengine's physics should be capable of handling that without our adding extra rules. It always looked stupid in MW4 when 'mechs going 120 kph would come to a dead stop instantly and slowly keel over, but equally I don't want to see atlases zooming around on their backs. Falling over on hard surfaces, skidding into obstacles and collecting other 'mechs at speed should all do physics-based damage. Collisions in particular need to have very careful physics applied or they look ridiculous, but it would be spectacular to see two heavies smash into each other and get all tangled up as they go down.
I think it adds a little more than aesthetics too; if you've ever played the Pushing Down the Stairs Game (Stair Dismount), I kind of picture a 'mech version of that, heh - each and every tumbled limb / body impact resulting in damage to that area. I really loved how falling down in Steel Battalion felt like an OH ****!!! moment, and I'd like to see that in MW.
Belisarius†, on 28 April 2012 - 04:00 PM, said:
Neutral on in-the-air damage. I'd like to see it modelled as another physics based thing, where a gauss hit to a midair light's arm would spin him around and off center, requiring the pilot to get things re-aligned and under control before he lands. That would work well with some degree of directionality to jump jets.
That's not a bad idea - hitting the area of the jump jets causing the knockdown could be an interesting way to handle it.
Hayashi, on 29 April 2012 - 06:43 AM, said:
I'd also like knockdown to be extra likely when shooting someone in the back as he climbs downhill or shooting someone in the front as he climbs uphill, like it would be given real physics. MechWarrior 4 did not account for ground slope in their knockdown calculations.
I really like the idea of this figuring in as well; it's a great example of not restricting the game to Table Top rules as some things are, quite frankly, insanely hard to calculate or properly figure in a TT environment.