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How To Climb A Slope


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#1 Phaesphoros

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Posted 04 July 2013 - 05:53 PM

Disclaimer: I'm neither an animator nor an expert for bipedal movement.

For "What has this to do with gameplay balance?", see the end of the post.


I've decided to look into how bipeds move, i.e. things that use two legs like 'Mechs and humans, to see what Real Life™ says about climbing a slope.

A step of a biped.
Spoiler


Now, why does a biped slow down when it tries to climb a hill? I think there are two main reasons.

First
Spoiler



The second reason why a biped walks slower uphill...
Spoiler



Conclusion
Yes, there is a maximum speed with which a biped can climb a slope, and there's a maximum angle. But they're dependent on the material of the slope, and it's rather unlikely that BT 'Mechs precisely know it. It's more likely (and realistic) if they make smaller steps to climb, and eventually their feet slide off such that they run on the spot.

There's also an effect leading to slow-down while climbing, but it doesn't impose a limit on the angle of a slope a biped is able to climb.


Two other things need to be considered.
Spoiler



What has this to do with gameplay balance?
  • Every 'Mech has different feet, and the ability to climb hills could be different not only for the weight of the 'Mech, but also for each type.
  • Different ground materials on different maps could have different maximum climbing angles.
  • 'Mech tonnage could/should affect the maximum angle the 'Mech is able to climb.
  • This is new the GD :( but feel free to find a better (sub)forum.

Edited by Phaesphoros, 04 July 2013 - 06:33 PM.


#2 skullman86

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Posted 04 July 2013 - 09:18 PM

I think your second to last animation highlights the biggest problem with the system at the moment.

#3 Phaesphoros

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Posted 04 July 2013 - 09:32 PM

View Postskullman86, on 04 July 2013 - 09:18 PM, said:

I think your second to last animation highlights the biggest problem with the system at the moment.

Yes, I agree. I can only guess a solution to this (as depicted) is more troublesome to implement and requires more computations on the server (server load = expensive = bad). You need foresight to move your leg on a slope that doesn't have a constant angle.

One could maybe have a less expensive solution for the server if the client requested to move the leg to a certain position, and the server checks if that movement is possible. Then only the client would need to have foresight.

Edited by Phaesphoros, 04 July 2013 - 09:36 PM.


#4 Kiiyor

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Posted 04 July 2013 - 09:33 PM

Nice write up. It's worth noting however that Battletech physics laugh at real physics in a degrading manner.

I'm all for heavier mechs making their own stairs, that actually sounds awesome. Imagine if terrain was deformable like that - a few assaults could churn up a hill to make an impromptu ramp.

I'm sure it's a complete and utter coding nightmare, but in the spirit of these forums, i'm going to demand it like an entitled tool who thinks it's the easiest thing in the world anyway.

PGI, make me deformable terrain. And buildings I can crush.

#5 Phaesphoros

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Posted 04 July 2013 - 10:07 PM

View PostKiiyor, on 04 July 2013 - 09:33 PM, said:

It's worth noting however that Battletech physics laugh at real physics in a degrading manner.

:) yeah... but I think importing some "real" physics here would make it feel more realistic, and less like a game / artificially restricted. We humans (assuming you're one of us, too) are experts in bipedal movement, and literally know how a biped climbs a hill. You don't just stop, especially not if the slope ends in less than a step.

#6 Kiiyor

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Posted 04 July 2013 - 10:24 PM

View PostPhaesphoros, on 04 July 2013 - 10:07 PM, said:

:) yeah... but I think importing some "real" physics here would make it feel more realistic, and less like a game / artificially restricted. We humans (assuming you're one of us, too) are experts in bipedal movement, and literally know how a biped climbs a hill. You don't just stop, especially not if the slope ends in less than a step.


Yep. The coders have quite the job on their hands to get that all under control though.

Maybe instead of stopping, the mech could slow (to 1KPH or so) and wobble dramatically as the gyro struggles to keep things upright.

At the very least, it could lead to some comical arm flailing on the edges of cliffs.

#7 Phaesphoros

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Posted 04 July 2013 - 10:40 PM

I think a very simple first improvement would be not to stop the 'Mech, but to make it run on the spot. Doesn't help with movement, but should be more realistic.

A second improvement to that would be to make the 'Mech slide down the slope a bit (until it gets less steep) in the case you run on a spot and EITHER decrease the throttle OR turn away from the slope (to walk serpentinely).

#8 PanzerMagier

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Posted 05 July 2013 - 06:09 AM

Another triple A+ special from Phos. Keep up the good work man. Dunno why PGI hasn't hired you yet.

#9 jakucha

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Posted 05 July 2013 - 06:15 AM

View PostKiiyor, on 04 July 2013 - 09:33 PM, said:

Nice write up. It's worth noting however that Battletech physics laugh at real physics in a degrading manner.

I'm all for heavier mechs making their own stairs, that actually sounds awesome. Imagine if terrain was deformable like that - a few assaults could churn up a hill to make an impromptu ramp.

I'm sure it's a complete and utter coding nightmare, but in the spirit of these forums, i'm going to demand it like an entitled tool who thinks it's the easiest thing in the world anyway.

PGI, make me deformable terrain. And buildings I can crush.



Are you an actor? You've captured the spirit of Gameplay Balance perfectly.





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