Syrkres, on 27 June 2013 - 12:49 PM, said:
Like it, will change the game mechanics.
Would be very interested in how you came up with the groupings...
Quickdraw, Stalker, Victor, Highlander seems out of place (or would like to know how they were grouped)?
Is it because of legs? Chicken legs drop you a category? if so what do hands give you? Having them should be benefit for something?
If legs are a factor why is Commando/Spider in the Tiny category? Again not seeing logic here? So some explanation of how/why groupings were chosen.
Jonathan Paine, on 27 June 2013 - 12:55 PM, said:
Love the idea: maps will have a more 3-Dimensional feel. Sticking together will require giving up certain avenues. Light mechs with JJs will shine, JJ in general will be meaningful. Really hope something similar happens to movement through water!
The implementation, however, will need more work.
How is this for short:
Ultra light: 20 tons
Slowdown Angle 42.5
Light:25-30 tons
Slowdown angle: 40
Small: 35-40 tons
Slowdown angle: 37.5
...
Huge 95-100
Slowdown angle: 20
Chickenlegs: deduct 2.5 from slowdown angle.
Both Arms/Hands perfectly articulate? add 2.5 to slowdown angle. (Or, cruelly, deduct 1.5 per missing actuator)
Thoughts?
Caviel, on 27 June 2013 - 01:10 PM, said:
I'm a bit puzzled why you didn't just use the Light/Med/Heavy/Assault designation for the classes, and just kept the current types.
All that aside, will you be resetting the heat map information on the website so that we don't see old cumulative effects of now invalid movement and kill/death information? Also, can you please provide a slope diagram for Forest Colony Snow as the geography is different near the cave with the large pile of snow/rock, and no ship is in the water?
Your answer was right in the thread if you just looked for it.
Kevin Meek, on 27 June 2013 - 12:22 PM, said:
Regarding posts on why 'Mechs with heavier in-game tonnage can find themselves in a smaller archetype:
In addition to the movement for slopes, those archetypes are also consolidating the Mech vs world collision capsules.
Before this system, each 'Mech would have its own pill-shaped collision proxy fitted for its rough shape, making a ton of different 'Mechs get stuck in slightly different locations. Now, with 5 capsules, we can design levels for specific collision capsule sizes, and find/fix stuck bugs much easier.
For that reason, the 'Mech archetypes looked at grouping relative size (height, length, and width) as its main consideration. Because of the extra big shoulders of the missile boxes, and the very long nose, the catapult would need to be in a larger capsule category than the heavier Cataphract. I don't think that you'll find the movement abilities between two neighboring archetypes so substantial that it would be effectively nerfing or giving substantial advantages to any 'Mech that seems out of order due to its assumed weight but smaller frame. Especially with engine speed and momentum of lighter 'Mechs still being factored in (read: a slow moving Cataphract in a smaller movement archetype is going to probably still have a harder longer time than a faster moving Catapult at climbing any substantial hill).
That being said, it's easy enough to switch some 'Mechs into a different archetype or to tune the climb angles for any archetype if needed. I don't forsee any issues with the current grouping but you don't have to worry that things are 100% set in stone as far as grouping or angles are concerned.
Triple clarification: Collision capsules for 'Mechs here are just referring to 'Mech vs. world collision, each 'Mech still has its own unique collision proxys for 'Mech vs. weapon.
edit: fixing super f'd up formatting from c/p'ing.