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Planet Gravity Should Affect Mechs


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Poll: Should Planet Gravity Affect Mechs? (48 member(s) have cast votes)

Should Planet Gravity Affect Mechs?

  1. Yes. Science is the best. (45 votes [93.75%])

    Percentage of vote: 93.75%

  2. No. (3 votes [6.25%])

    Percentage of vote: 6.25%

  3. Don't Care / Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Bhael Fire

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Posted 04 July 2013 - 11:05 PM

A planet's gravity should affect a mech's:

- Jump Jets
- Falling Damage
- Speed

Because realism.

#2 Galenit

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Posted 05 July 2013 - 02:07 AM

It also should affect:
- Climbing and speeddrop
- Projectile drop on range

#3 Oppresor

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Posted 05 July 2013 - 02:34 PM

View PostGalenit, on 05 July 2013 - 02:07 AM, said:

It also should affect:
- Climbing and speeddrop
- Projectile drop on range


Most definitely projectile drop at range; the greatest effect would be on AC and Ultra AC20 shells. It is also possible that there may be an increase in / decrease in PED Probable error in Deflection depending on Planetary rotation. I am in favour of anything that makes MWO more realistic; now please can we have lightning storms.

#4 Cest7

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Posted 05 July 2013 - 02:36 PM

Planet gravity should definitely affect physics

#5 Galenit

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Posted 05 July 2013 - 03:46 PM

View PostOppresor, on 05 July 2013 - 02:34 PM, said:

now please can we have lightning storms.

Random weather for all maps would be fantastic.
Just give every map 2 or 3 weather conditions with different effects on sightrange, cooling and maybe special effects like lightning or plasma storm with can damage a mech.

Should missiles be effected too by gravity, their fuel is for 1000m at normal g?

It would be interesting to see the play with more or less range on different maps for all projectile and missile weapons.

Edited by Galenit, 05 July 2013 - 03:47 PM.


#6 Spudbuddy

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Posted 05 July 2013 - 11:50 PM

this is a stupid poll planets dont exist yet and they won't for a long time

#7 Galenit

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Posted 06 July 2013 - 03:18 AM

View PostSpudbuddy, on 05 July 2013 - 11:50 PM, said:

this is a stupid poll planets dont exist yet and they won't for a long time

Dont want to let you look stupid, but

http://mwomercs.com/game/maps

shows that the maps are on different planets with different positions, jumptimes and conditions.

Edit:

Quote

ABOUT CAUSTIC VALLEY
Noble Ruler: Baroness Laurel Dol
Star Type (Recharge Time): G2V, yellow (183 Hours)
Position in System: 2
Time to Jump Point: 9.12 days
Number of Satellites: 2 (Cret, Bareo)
Surface Gravity: 1.2
Atm. Pressure: High (Tainted) Ambient Temperature: 85° C
Surface Water: 60 percent
Recharging Station: Nadir
HPG Class Type: B
Highest Native Life: Microbes
Population: 964,249,000
Socio-Industrial Levels: A-C-B-C-A


Surface Gravity: 1.2
This would lead to 20% less range for ballistic weapons and jj effect on this map.

Possible random weather could be
"standard" (like now, with a chance of 80%),
"acid rain"(removing armor 1% every 10 seconds (thats 90% over 15mins), increased cooling and reduced sightrange, with a chance of 20%)

Edited by Galenit, 06 July 2013 - 03:33 AM.


#8 Lord of All

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Posted 06 July 2013 - 07:47 AM

Of course it should but do you really think PGI can incorporate any physics?

#9 Firewuff

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Posted 06 July 2013 - 08:07 PM

If gravity affects balistics then weather should affect lasers etc. Fog etc dispers it.

If nothing else it would be good to see gravity affect the steepness of the slops you can run up.

#10 Hexenhammer

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Posted 06 July 2013 - 10:52 PM

I wouldn't mind atmospheric conditions affecting lasers. The more pollution in the air, the shorter their range.

#11 TehSBGX

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Posted 06 July 2013 - 10:53 PM

Ever since I started I wondered why gravity didn't effect movement. Voted Yes.

#12 Dark Shaman of Clan Ghost Bear

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Posted 06 July 2013 - 10:57 PM

Gravity is a heavy topic for these forums, and we should weigh in our options carefully while massing more votes.

#13 Dirus Nigh

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Posted 08 July 2013 - 03:51 PM

Yes.

I support ideas that would make a more dynamic environment.

#14 aniviron

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Posted 08 July 2013 - 04:21 PM

I like the idea, as it would lead to more diverse maps and more options for tactical gameplay. That said, I can already say that we won't see it at least until (if) the speed cap ever gets lifted, as low-grav planets would let light mechs with the current engine cap exceed 150kph.

The issue of gravity was posed in one of the ATD threads a while back, the answer was "No, we're not going to do it." Still, it sounds nice.

#15 Bhael Fire

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Posted 08 July 2013 - 07:33 PM

View Postaniviron, on 08 July 2013 - 04:21 PM, said:

The issue of gravity was posed in one of the ATD threads a while back, the answer was "No, we're not going to do it." Still, it sounds nice.


That sucks.

But hey, they also said no 3PV. ;)

Joking aside, I was thinking of gravity playing a very subtle effect on falls, jumps, and running speed only. Basically, anything that affects mech movement...because anything beyond that would require more than simple number tweaking. They can adjust ambient heat build-up on mechs based on the map, there's no reason why they can't affect run speed, falling damage, and jump power as well.

As for the 150 Kph speed cap, I don't see why that would be a good enough reason not to implement it. In most engines like CryEngine, you can set the gravity in the physics settings. That affects how the player "object" (i.e., the mech) interacts with the terrain. The higher the gravity setting, the less buoyant the object is when it moves and the slower it will accelerate (sticking very close the terrain and falling faster). The lower the gravity setting, the more buoyant it becomes when moving (especially at higher speeds, literally gliding over divots and recesses) and the slower it falls (thereby reducing falling damage).

So, even if the speed cap is 150 Kph, there are still advantages (and disadvantages) to being able to move that fast in a low gravity environment.

Furthermore, the actual effects of surface gravity would be very minor, but well worth considering. Thus, a planet with a surface gravity of 0.8 would not allow mechs to travel 20% faster or fall that much slower. The effects would be much more subtle....like 2% faster. The effect would be noticeable enough to "feel" realistic and different enough without compromising game balance. Obviously I just pulled those numbers out of my posterior, but the concept still remains valid. They would have to tweak the numbers accordingly.

#16 DeadlyNerd

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Posted 08 July 2013 - 10:20 PM

dev excuse : "But, gravity difference between maps is so small that we can't prioritize this feature".

Ladies and gentlemen, the language of sloths.

#17 Lokust Davion

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Posted 09 July 2013 - 01:25 AM

View PostDeadlyNerd, on 08 July 2013 - 10:20 PM, said:

dev excuse : "But, gravity difference between maps is so small that we can't prioritize this feature".

Ladies and gentlemen, the language of sloths.


then they should create a map with a huge gravity difference.

#18 Dr B00t

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Posted 09 July 2013 - 01:37 AM

just another example of how pgi is turning this into a moron's version of a "simulator"...

voted yes btw...but they cant even program simple stuff...much less use actual physics...even though their sponsor has an entire SDK...called PHYSX...*sigh*

Edited by Dr B00t, 09 July 2013 - 01:38 AM.






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