Basics:
-3 Buttons to control all melee interactions. We will call them; high attack (punches) low attack (kicks) and special (weapons/handheld items)
-Each use should have a cooldown attached.
-Falling should be a real concern. This is a major point that should stop melee from being spammable.
-Damage to be determined, but should be weighted by mech size.
-Punching without hands (Warhammer) should damage or destroy your arm mounted weapons.
-Picking up mech limbs only equal or lesser to your own mechs' weight
-Melee weapons obscure arm mounted weapons (unless designed ala Hatchetman/Axman etc.)
High Attack (That fist in your face):
1 button hit=1 punch
2 button hit= 1,2 punch
dmg = ???
Cooldown = 5-10sec. but you should be able to push it again with extreme risk of missing and falling on your ***.
Some additional factors to determine hit/miss%:
+%hit - You only threw 1 punch
+%hit - You are within 5m of target
+%hit - You have not fired arm mounted weapons for 5sec
+%hit - You are stationary
+%hit - You are traveling slower than 10kp/h
-%hit - You are further than 5m from target (derp)
-%hit - You have taken damage
-%hit - You have taken serious damage
-%hit - You are traveling faster than 10kp/h
-%hit - You just tried to use a melee strike!
-%hit - You have no hand actuators
Example Story:
You are finally the pilot of the beastly Atlas. Everyone is trying to get a piece of you and some Commando pilot strays too close for an SRM salvo. You tap punch once, saving your autocannon 20 ammo for bigger targets. Atlas swings and connects with the Commando, pulverizing an arm and sending him to the ground. You go to finish him off but a more worthy target steps up, a Stalker puts its big nose in your face. It has been a few seconds since the Commando went down you surmise and this beak needs breaking. Tapping punch twice, you connect with both of your mighty fists thanks to your low speed. Of course this isn't the most efficient way to put down the Stalker but clearly the impact has shaken up his pilot and he starts letting off everything he has at you regardless of heat. Your AC20 opens up again along with your arm mounted medium lasers, finishing off what your punches did to the Stalkers' face. You turn away to find more pests to swat.
Low Attack (Kickin you when you're down):
1 button = 1 kick
dmg = ???
Cooldown = 5-10 sec
Some additional factors to determine hit/miss%:
+%hit - You are within 5m of target
+%hit - You are stationary
+%hit - Your target is prone
-%hit - You have taken damage
-%hit - You have taken serious damage
-%hit - You are traveling faster than 1kp/h
Example Story:
You are locked in a Steiner scouting duel. Zeus vs. Zeus. LRM ammo is gone and it is up to your lasers to finish the job. Both pilots see the need to close range and slug it out. His 1,2 punch killed his PPC and missed with his other arm. This came just after you nailed him with your own large laser which has upped his chance to fall. The poor s.o.b. goes down on his back and you angle your mech around towards his head and tap the kick button. The Zeus cockpit always looked like it could fit a Zeus' foot in it anyway...
Special (Shiney):
1 button = Pick up/drop melee weapons and hit with them when you are within range of a target.
dmg = ???
cooldown shared with punches.
+/-%hit should be the same as punch.
Types of melee weapons:
Trees! (Break on first hit)
'Mech limbs! (More durable)
Hatchets (Durable+more dmg)
etc...
Other options for special attack:
-"Salute" animations for mechs without hands. These might have some utility in melee combat as well in a design by design basis.
Example: The Warhammer could theoretically cross his PPC barrels in front of his torso. This could be taken as a salute OR a way to keep distance between yourself and a punching attacker (block). Of course that should only work if both arms are on the Warhammer.
Example Story:
You are piloting your lovely Grasshopper down a broad avenue in a cityscape. Ahead of you is a Warhammer that has done his best at range to lay into your armor with charged particles. You use your jump jets close the gap and score a hit with your large laser that severs one of his PPCs.
He backs around the corner to put more distance and you need to decide whether to push the fight and hope those SRMs dont hit anything valuable or to turn and risk a range duel of LRM5+large laser vs. PPC. I personally have never known a grasshopper IRL to do anything other than fly right into my face so it looks like that will be my choice.
Before you turn that corner you notice the shiney long PPC barrel on the street. Tapping special key you pick it up and one of your arm mounted MLs goes black on your HUD. Bursting around the corner, and brandishing part of your foe as a weapon. Missiles pass your canopy and machineguns spiderweb your glass but you close the distance. Hit special again and that mech limb becomes a tool of death, slamming into the warhammers' left torso and starting a chain reaction of ammunition explosions that sends your enemy to the lobby. </end>
Fall Chance:
+% chance to fall - You have taken serious damage
+% chance to fall - You have missed your melee attack
+% chance to fall - You have been hit by a melee attack
-% chance to fall - You are standing within 5m of a reinforced building
Firstly, the inclusion of a chance to fall is an effort to balance out the idea that "Hey why use weapons when i gots fists" I have seen people in the past outright hate the idea of physical combat due to the Rockem-Sockem Robots factor. Yeah, falling on your *** would suck, yeah we are all trained pilots, but melee combat is not the primary role of a Battlemech (or at least not all Battlemechs). That is my main reason for including that concept.
Secondly, it is only a CHANCE to fall, based on very concrete reasons. The % of these chances I leave open to testing etc, but the reasons for falling that I list cannot be denied as primary reasons that you would go down, can they? Now if you do not want to fall, play with some skill and use the system as it is intended to work (however it is implemented). In this case; do what you can to make your hits connect in melee...and don't try to spam them unless you are feeling courageous haha. Do these things and you won't be on your back getting your cockpit caved in.
Critique is welcome. I may have left a few ideas I had last night out as well and I am trying to hurry so my gf and I can go get coffee Lol.
Cheers,
/Damo
Edited by Damocles, 23 November 2011 - 03:24 PM.