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Add Armor Panels And Hp Locations


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#1 Cyberassassin

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Posted 02 July 2013 - 08:36 AM

Bottom Line - Realistcally divide armor and internal structure locations.

Example:
The Right Torso(RT) would benefit from multiple locations instead of one. For the purpose of an example, divide the front side of the right torso into 3 hittable locations (RT1, RT2, and RT3). RT1 is the top 1/3, RT2 is the middle, and RT3 is the bottom 1/3.

Behind each of these panels are the internal structure (IS) elements like weapons, engines, gyros, heatsinks, framework etc...

In X mech, RT1 and RT2 armor panels protect the engine, RT2 also protects the gyro and RT3 covers a heatsink and PPC.

If any of these panels are destroyed, the IS elements behind them are now vulnerable per the rules of MWO with destruction and such.

What I hope to achieve with this suggestion is a game that doesn't fall apart to high-alpha tight-convergence strikes and at the same time encourages pilot skill and knowledge. The multi panel design provides a more realistic experience in combat instead of hitting the side of a barn with a couple alpha strikes. It also doesn't mean every mech is divided equally. A Jenner might not change but an Atlas sure would! Look at the A/C 20 location. In my mind would be a location all to itself.


I also described it here with suggestions on Convergence and Crit locations
http://mwomercs.com/...124550-the-fix/


Just remember not all mechs are designed equal nor should they be considered such!

#2 Sug

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Posted 02 July 2013 - 08:44 AM

That sounds like a lot of work.

#3 Blue Footed Booby

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Posted 02 July 2013 - 08:59 AM

View PostSug, on 02 July 2013 - 08:44 AM, said:

That sounds like a lot of work.


It sure does, and I expect no dev will ever do it like that, but I'd love to see it done by someone in some game, even if not necessarily MWO.

I've been saying for a long time I'd love to play a sci FPS where you wear some kind of power armor and it models degredation of individual armor panels and servos, like what high end combat flight sims do for hydraulic lines, etc. Take a shot to the face mask and the glass can crack (partially or completely blinding you) even if the shot doesn't penetrate. Get hit in the armpit or back of the knee and it goes right through due to the lack of plate. It'd be especially cool if it modeled damage to your weapon, eg the action takes a direct hit and you can't shoot anymore (but can melee), or the magazine gets shot off and you have to reload.

Modeling damage to organs or bones might be a bit much, since the end result is pretty much always a variation of "you fall down" with the only difference being where you're bleeding from. That said, more games need Soldier of Fortune's hilarious dismemberment system, especially if enemies with one leg left hop around waving their arms in the air.

Edited by Blue Footed Booby, 02 July 2013 - 09:33 AM.


#4 Hotthedd

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Posted 02 July 2013 - 09:50 AM

The problem is the pinpoint alphas, not the armor panels.

I believe this suggestion moves too far away from the BT universe, something that generally proves to be a mistake.

#5 Cyberassassin

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Posted 05 August 2013 - 09:05 AM

Sounds like nodbody likes zoned hit locations. :)

lol, I tried.

#6 Mackman

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Posted 05 August 2013 - 12:06 PM

I'd be totally down with this, to tell you the truth. I just think it'd end up emphasizing the value of high alphas even more than the system we already have, and making low alpha builds even worse. It makes it more difficult to concentrate damage over time, meaning that alpha builds get comparatively better.

#7 Clydewinder

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Posted 05 August 2013 - 05:18 PM

I think it's a great idea. The current "simplified" damage system is based purely on TT rules where you dont have a computer ( hint hint ) to keep track of these things. Keep in mind that the TT rules themselves are not a scientific simulation or projection of actual mech combat, but a simplified version used to make the game fun and playable. MWO should be modeled more after MECH COMBAT than mech combat as already modeled after a tabletop ruleset.

#8 Matthew Ace

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Posted 05 August 2013 - 06:01 PM

I have the same idea too. I think departure from TT-style hit locations will be an interesting move, and sets it apart from all other mechwarrior games. OTOH, it will be a lot of work, and can make DOT weapon even less effective.

Remember that hit locations and critical slots are done this way since TT because of the way TT plays (I don't think anybody wants to roll twice as many hit locations). IMO, we are not taking advantage of gaming advancements. The possibilities are virtually endless.

Edited by Matthew Ace, 05 August 2013 - 06:02 PM.






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