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New Battlemech Movement Behaviour - Feedback


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#481 Rippthrough

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Posted 19 July 2013 - 02:13 PM

View PostJoseph Mallan, on 19 July 2013 - 11:59 AM, said:

Yes, the pun is intentional.


Where's the 'Dislike' button when you need it...

#482 Joseph Mallan

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Posted 19 July 2013 - 06:13 PM

Come on. Admit it... you were thinking the same thing :P

#483 Royalewithcheese

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Posted 21 July 2013 - 03:23 PM

Some of the routes appear to no longer work for certain tonnages. Is this intentional?

#484 Shae Starfyre

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Posted 25 July 2013 - 06:17 AM

I may have mentioned this before somewhere, but realized this is the proper place.

Can a revamp of all maps be done where an algorithm is set loose on the map to remove this movement factor from anything that shows as a 1.5 meter height or less; including the lips of areas that would lead to level ground?

This will do two things:

1.) Remove all of the "Stones of Steel" events.
2.) If you make it all the way to the lip of a traversal slope, only to be stopped by the proverbial "Edge of Steel"

This would solve 90% if not all aspects of this movement behavior that makes no sense.

#485 Haitchpeasauce

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Posted 30 July 2013 - 07:46 PM

The way it is now, vehicles with tracks/wheels will outperform mechs with legs. I thought the advantage of legs was the ability to step onto or over rocks.

I know that I personally cannot walk up a 45deg inclined flight of stairs!

#486 QuaxDerBruchpilot

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Posted 06 August 2013 - 02:39 AM

View PostHaitchpeasauce, on 30 July 2013 - 07:46 PM, said:

I know that I personally cannot walk up a 45deg inclined flight of stairs!


Well, give it a try when sober :)

#487 OznerpaG

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Posted 06 August 2013 - 07:57 AM

the way mechs currently move up inclines makes sense, but all this tripping over these little rocks suck the fun out of the game and they should take that part out. the new map is the WORST for this - it already takes FOREVER to get to the other side of the map but i find i'm constantly getting stuck on all these rocks i can't see and it just makes walking around much worse. simplify - keep the incline movement penalty, take out the tripping over stupid rocks movement penalty

#488 VXJaeger

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Posted 06 August 2013 - 09:36 AM

If purpose was to bring more tactical factor to game, this went horribly wrong. Now mechs can only move in strict tubes and routes with some resebles to Duke Nukem Forever.
I mean c'mon, mechs are powerd with fusion reactors. They should never run out of power to climb hills. Slowly yes, but possible.

#489 Helsbane

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Posted 06 August 2013 - 05:29 PM

According to the description of Battlemechs found in the TT source material, mechs can lift and carry, with no movement speed penalty, 10% of their overall weight. This means all the extra engine power you need to maintain speed up a hill is already there. When this added power is applied, think of it in terms of the mech 'downshifting' to maintain speed. This could be worked in with no issue and maybe a 4% - 6% heat penalty to show the added strain. The only time a mech should really have any issues with mobility is when the slope forces it to have to shift from a 'walking' mechanic for locomotion to a 'crawling' mechanic due to slope forcing it to climb.

As for the slope mechanic issues, I tossed up a suggestion for the Devs...

http://mwomercs.com/...lope-detection/

#490 DeaconW

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Posted 06 August 2013 - 06:23 PM

I can live with the angles stopping me...it is the little shipping boxes and other random crap that my 100 ton mech gets stopped completely by. Amazing PGI super glue holding everything down, I guess!

#491 DirePhoenix

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Posted 06 August 2013 - 10:26 PM

View PostHelsbane, on 06 August 2013 - 05:29 PM, said:

According to the description of Battlemechs found in the TT source material, mechs can lift and carry, with no movement speed penalty, 10% of their overall weight. This means all the extra engine power you need to maintain speed up a hill is already there. When this added power is applied, think of it in terms of the mech 'downshifting' to maintain speed. This could be worked in with no issue and maybe a 4% - 6% heat penalty to show the added strain. The only time a mech should really have any issues with mobility is when the slope forces it to have to shift from a 'walking' mechanic for locomotion to a 'crawling' mechanic due to slope forcing it to climb.

As for the slope mechanic issues, I tossed up a suggestion for the Devs...

http://mwomercs.com/...lope-detection/


According to the TT boardgame rules, it costs a 'mech 1 Movement Point to move 1 elevation level per hex. That equates to a loss of 10 kph per 5m rise over 30m, which is a ~9.5 degree slope. Also per the TT rules, BattleMechs may not move into an adjacent hex that is 2 elevation levels (10m) higher than their current hex. Over a standard hex size of 30m, that's only a 19 degree slope that would be impassable by a 'mech.

#492 Helsbane

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Posted 07 August 2013 - 07:00 AM

View PostDirePhoenix, on 06 August 2013 - 10:26 PM, said:


According to the TT boardgame rules, it costs a 'mech 1 Movement Point to move 1 elevation level per hex. That equates to a loss of 10 kph per 5m rise over 30m, which is a ~9.5 degree slope. Also per the TT rules, BattleMechs may not move into an adjacent hex that is 2 elevation levels (10m) higher than their current hex. Over a standard hex size of 30m, that's only a 19 degree slope that would be impassable by a 'mech.


And, as I happen to be looking at the original boxed edition copy of the rules currently, the picture given as an example also shows a very tight transition line from one level of terrain to the next indicating a very steep slope, not a gradual incline over 30 meters. This indicates a mech should be able to climb very steep inclines present in the middle of that particular hex of terrain, not get completely stopped by it. Basic rules for topograghic maps apply here. The tighter the lines are together, the steeper the slope they represent, indicating a movement penalty for TT pathing. This basically tells me the mech had to switch from a walking form of locomotion to a climbing/crawling form of locomotion to get up that steep incline. Gradual inclines over a 30m span of ground wouldn't affect a mech's performance in the slightest.

Edited for spelling after crawling out of bed with a gift from the headache fairy...

Edited by Helsbane, 07 August 2013 - 07:03 AM.


#493 Sinthrow

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Posted 16 August 2013 - 08:23 AM

I am not a fan of the new movement, I like the slowing down aspect, but I do not like the complete stop of what would be passable terain. walking over a bump and not being able to back over it..

if you think new pilots don't like first person, what do you think will happen they get stuck on a bump in the road.

Game changers tend to be game breakers
just like ECM once again you have gone too far. I like the Idea.. just not the final product.

#494 MavRCK

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Posted 19 August 2013 - 06:16 AM

After a month away, the movement system feels clumsy and unpolished. :rolleyes: It's not an ideal first impression of the game.

#495 Clint Steel

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Posted 20 August 2013 - 07:50 PM

-I think little rocks, hills and debre stop me too often in my atlas, maybe there should be a height/size where the mech can have a special "step over" animation like a jump or high step, it could even make you your arm weapons temporarily unable to aim as your mech swings them to make the "jump".

-You could have the jump jet button do a regular jump if lacking jets, to get over small obstructions, would have to give you some forward momentum to be effective in counteracting getting stuck since often what you get stuck on is unpredictable until you hit it.

#496 Slanski

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Posted 23 August 2013 - 01:47 AM

The new movement system is sound and tactical, but suffers from the "small object affects big Mech syndrome."

There also is a "left hand does not know what right hand is doing" issue, which has become a constant at PGI:
Releasing Terra Therma shortly after the new mech movement rules reveals a map, which is uniquely "unfun" and stuttering to play with the new movement system. Small items and clutter from boxes to volcanic rocks interact badly with the mechs. It's not intuitive, is not credible in scale and the entire map feels like it's 50% exagerated in altitude levels.

This feels like the map designers had no heads up and no idea of how the movement rules are going to be changed, which reveals bad communications and worse quality management.

Please, from the point of view of a rather loyal customer, improve your internal processes and make sure the map designers know the rules, which will be in effect on them. Maps are not a nice graphic backdrop for the action, but an intricate chess board that we play on according to the rules you lay down for movement.

#497 MavRCK

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Posted 23 August 2013 - 10:23 AM

View PostAphoticus, on 25 July 2013 - 06:17 AM, said:


Can a revamp of all maps be done where an algorithm is set loose on the map to remove this movement factor from anything that shows as a 1.5 meter height or less; including the lips of areas that would lead to level ground?



Invisible walls are AWESOME!!

(Cut to the Incredibles Movie... AWESOME!!)

http://krellen.net/2...nvisible-walls/

Quote


Invisible walls break immersion, far more so than would seeing through the back side of a texture would. We all know we’re playing a game; we know their are limitations to what a graphics engine can do. We know short cuts are taken. Players are far more forgiving than we’re given credit for – at least we are until you commit the cardinal sin of restricting our freedom.


Edited by MavRCK, 23 August 2013 - 10:24 AM.


#498 Chronojam

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Posted 26 August 2013 - 10:21 AM

View PostMavRCK, on 19 August 2013 - 06:16 AM, said:

After a month away, the movement system feels clumsy and unpolished. ;) It's not an ideal first impression of the game.

It's so the jumpsnipers can hit you more easily, especially now that they can see you from behind mountains and buildings.

#499 MavRCK

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Posted 26 August 2013 - 10:36 AM

View PostChronojam, on 26 August 2013 - 10:21 AM, said:

It's so the jumpsnipers can hit you more easily, especially now that they can see you from behind mountains and buildings.


Damn! It's so obvious now!

Thanks bro! ****, now we can focus on 3PV improvements to the meta and forget the AMAZING moving mechanics!

;)

#500 Karl Split

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Posted 26 August 2013 - 01:03 PM

Hmm the new movement code needs tweaking it makes me rage that my mech gets stuck on rocks that are barely above shin height. At that heigth the mech should eb able to step over/on it we need some new animations and some movement code to handle it.





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