Is there a way to balance Hit Boxes without changing Hit Boxes?
We know that some mechs are deemed ineffective or weak because they have "bad" hit boxes, like the Awesome (Torso too wide and too easy to hit), while others are considered having advantages for having "good" hit boxes, like the Catapult with a very small side torso (making carrying XL Engines less risky than on other mechs).
So, there is the option to change the hit boxes of mechs to "fix" such imbalances. But what if the devs are unable or unwilling to alter the models and hitboxes of mechs? What if the design of a mech just looks best if it's a wide target? And it's not just relative hit boxes, it can also be size - some mechs are large, possibly larger than is good for them, and if the devs won't shrink them, what could be done?
Would there be a way to balance hit boxes without changing them? Give a mech with a large side torso some kind of advantage to compensate for that weakness?
For example, one idea I came up with was to apply some kind of damage resistance to larger hit boxes. Another was to have a damage transfer mechanic that applies damage from a large hit box to a smaller hit box.
Is there a way to mathematically express such advantages? Say, calculate the area of a hitbox from a typical targeting position (e.g. side profile, front or back?)?
Or is that just impossible, and we can only hope some other "quirks" can compensate the drawbacks?
Edited by MustrumRidcully, 28 May 2013 - 09:30 AM.