Someone above mentioned the Charger - I disagree that its useless without its hand-to-hand capabilities, because in MW:Mercs I modified a Thug to be essentially a Charger, and rocked with it; without the randomness of dice, and with fast recharge time, an SL gunboat is deadly - chain linking a dozen small lasers makes for an almost continuous stream of energy pouring from your mech.
Its the flip of that equation that's always bothered me - in the original MW, I used to stroll up to Warhammers in my Locust and saw off their legs - because they couldnt get the depression to target me, and they had no physcal attacks. It was a joke - heres this massive mech being cut down and executed by a light mech.
Number 2 is the melee system in the Mount & Blade series - its not just hack hack hack. Depending on where you aim, your swing can be overhanded, a stroke, a thrust - and you can use the same system for parry. FPS melee can work if done right - and would be simpler in a mech, because they are articulated, but not even close to a human being.
How would you regulate it? Well, first, if you've got weapons mounted where your fist should be, there should be a damage penalty, and a crit roll. It should be more difficult to hit depending on articulation so a Warhammer should not hit that accuratly, shouldnt do as much damage as a mech with hands of the similar size, and should have a chance of damaging its PPC. Kicking should have some sort of mechanism for wobbling - making it harder to hit, and more likely you fall down go boom. Jump kicks should be possible, but likely to end in a fall - punch the jump jets! Kick! Spin out of control! Fall from level 2! Seatbelt check!
-Don
Edited by Sword_of_Light, 05 November 2011 - 08:34 AM.