I voted other on this one. My rationale for neither agreeing nor disagreeing... I think that such movement is an aspect of agility. Not all mechs should be agile, futher not all those that are agile should be agile in the same way. An example of this is the Pretty Baby as compared to say an Jenner...or, no say Cicada. Now of course speed and turn radius are different, based on engine size, chassis weight and perhaps the "quirk" system that gives extra turn speed, less or greater turn radius etc. But do you really feel that an Atlas, 100 tons of mass, should just be able to do a little side step jig to get out of the way of a bullet, laser or missile as though it were a nimble human being?
Whether its lumbering at full tilt, or dead still, an Atlas is just not supposed to be responsive that way. With a mech like Pretty Baby, vaunted for its agility, you have got to realize thats in comparison to normal Awesomes and perhaps all other assault class chassis, not when compared to a jenner. Like the Atlas, perhaps even more so when it is running full tilt, the Pretty Baby should not be dodging suddenly and effortlessly to one side in a 'jink' maneuver. Once again, mass is the issue. The agility of such a mech really should remain in things such as the better turn radius for a given engine rating, acceleration, deceleration and the like. These could be envisioned sort of like traction, torque and braking power in a car/racing game - the closest analogue I can think of.
Now lighter mechs, they are a bit of a different story, dontcha think? People already QQ endlessly about lights being to hard to hit... first it was lag, then hit detection, then after HSR it was bad or ghost hitboxes... and now people saying its lag and bad hitboxes together and HSR never really worked. If you NOW give lights even more agility with side strafes/steps, it will be one more WTF QQ these people will blame when they dont kill a light but think they should have.
If a side step was implemented, why not consider it as an aspect of pilot/avatar skill in a given mech, rather than an ever present feature? As some point out, battlemechs are not physically restricted from side stepping... thier joints and hips and pivot points work on a skeleton, with bundles of artificial muscle, allowing movement in the needed axis and rotation. Further, neuro helmets allow mechwarriors to balance and control thier mech in ways similar to thier own body. Though hardly easy or natural, the skilled mechwarrior probably should be able to make mechs legs step a bit more to one side or another as they are stepping forward or back, rather than simply the old reliable pumping of a walk or run. People cross step in real life, like strafing and a good number of the mechs drawn in movement actually seem to be moving in such a manner. Again though, in a game you need systems. As things stand light mechs, medium mechs... thier agility is profiled in the same terms that an assault mech like pretty baby is... turn speed, acceleration, deceleration, torso twist and such. How can agility be reflected in a jenner with someting that allows it to jink or side step/strafe, at least occasionally, while not allowing it to an assault or heavy?
Probably pilot skills.
Don't know if I am way off base or not, but I seem to recall it being said a number of times inofficial posts that things like pin point elite skill, that dont actually function will be replaced. That is an opportunity to insert chassis/weight class specific skills that could give other effects, perhaps the GREATER AGILITY that they have stated may be given to light and medium mechs to make them more appealing. Perhaps very chassis specific skills that might act as a quirk, such as allowing a mech without jump jets still to "hop"due to piloting techniques,or side step, dodge, couch... what have you. Centurions could buy a shield use skill even, giving a slight damage reduction to arms... an advantage they do pay for, but that reflects the table top and lore uses of the mech's vaunted shield arm.
Point is, t is complex what should make up agility and what mechs should be able to pull off the little maneuvers that the OP and others are touching upon, strafing and more.
Edited by Mad Porthos, 26 July 2013 - 07:46 PM.