Joseph Mallan, on 10 September 2013 - 03:49 AM, said:
And should be. Cause it is two 100 ton vehicles colliding at 48 KpH!
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f=ma
Force=mass x acceleration
Newton=kg x m/s²
Here is your 100ton, 48kph Atlas:
f =100000 x 13,3² = 17689000 N
Now lets look on a 150kph 25 tons commando
25000 x 41,7² = 43472000 N
That commando has nearly the triple force with 3 times speed and 1/4 weight.
If they hit frontaly they will both be subjected to 60.000.0000 N and will take the same damage, maybe 1 for every 1.000.000N? That would be 60 damage for each of them over the whole hitting site. 60/8=7,5 damage to every part of their front lots for the commando, a little for the atlas.
I would prefer it when the impactpoint would matter to. The commando is still damaged all over for 7,5 damage to all parts in his front (head, torso, sidetorsos, legs, arms) but the atlas gets 20 damage to each leg and his hips (they would be matched to the side and/or fronttorso/s) where the commando hits him.
Knockdowns:
They should be calculated from impactforce, counterforce and bonus.
Knockdown happens when the impactforce+bonus is higher then the counterforce+bouns
Impactforce is the 43.472.000n from the ramming commando.
Counterforce is the 17689000N from the rammed Atlas (lets say they ram frontal)
Bonus dependes on one the following: chassi, highdifference, quirk.
Bonus:
Chassi:
Some are build for ramming they have a higher chance to knock down someone,
some have a low mass center they have a higher chance to not be knocked down.
Chassibonus i let out this time, they are both normal mechs.
Highdifference:
Basing on the relationship of the mass centers (i think the gyro) of both mechs.
The commando gets the impact all over the front, nothing for him then.
The atlas gets the impact to his legs and hips, thats not over his gyro, he gets a bonus of 2x his counterforce (now he has 34000000N)
If the command would have jumped, if he could, to the atlas face, the atlas would have a counterforcebonus of 0,5x (halfing it) becaus he was hit above his center mass.
Quirk:
Another number to balance mechs, or remove balance like the speedthingy do ....
The atlas has a counterknockdown quirk that gives him flat 1000000N bonus for counterforce
The commando gets nothing again.
The atlas has now 44 counterforce, the commando stay at 43 impactforce.
Poor commando he will go down and take 7,5 for each frontpart, the atlas still stays, but his hip and legs have taken 20 damage each.
Time of the knockdown can be calculated too. Would be better then a flat time.
There will be a threshold, the animation for go down and stand up is fixed, lets say its together 4 seconds for the example.
If the total impact force, (the 60000000 from the example above) divided by 10000000 (thats 6 for the example) will be higher then the threshold you will lie down that difference time.
Our poor commando goes down, lies for 2 seconds and stands up (6 seconds together) in front of the bad atlas.
But Sarah, his jennerfriend, shows up and rams the atlas too, her 35 tons give her at 150kps a impactforce of 52. If the atlas dont want to be knocked down by the jenner he has to go faster, 60kph makes his counterforce 57, ...
The atlas gets for 10kph more 13 counterforce, but the jenner gets for 10 tons more only 9 impactforce.
Speed² is the big problem here.
And thats why it needs exhaustive testing and balancing.
Edit:
Maybe i have done some mistakes a 0 to much or less or something like that.
Its really simple and basic in the moment it misses dfa, impacts from the side or back.
Edited by Galenit, 10 September 2013 - 07:18 AM.