Imperius, on 09 September 2013 - 09:43 PM, said:
[Collisions are] part of the lore and game.
Actually, they aren't. There were no (accidental) collisions in BattleTech.
There were intentional physical attacks like Charging, Death From Above, Punching, and Kicking, but there were no accidental collisions.
I'd love to see Charging, Death From Above, Punching, and Kicking, but accidental collisions and knock-downs? Not so much - it happens a lot that I get run over by my own team-mates, losing armour in the process, through no fault of my own. If this was to do even more damage and/or knock me over, it would just be a return to the bad old days of closed beta knock-downs.
Probably the most they could do without introducing a complete physical attack framework is a re-adjustment of collision damage to not always hit the legs but actually do damage where the 'mechs touch, and a re-adjustment of the damage to be proportional to the speed and weight of the two 'mechs - and that's going to hurt light 'mechs more than anything; in a couple of matches back in closed beta I actually lost more armour from getting run over by my own team-mates at the start of the match than I did from enemy fire.
And I have died to physical damage on at least on two memorable occasions; one when a StreakCat jumped on my head until I died because I was shut down in our base and he couldn't fire his SSRMs at me to win the match, one where I turned a full-speed corner right into the crotch of a friendly Atlas with a sliver of health on my CT; that killed me and the friendly actually got a team kill for it.
So yeah, it's a tough nut to crack this one; on the one hand it would be great to have the full range of physical attacks, on the other hand I do remember how much it pissed me off getting my armour torn off by my own team's oblivious bus driver assault pilots.
Now over to physical attacks:
Charging, if it was implemented, would likely need to follow the BattleTech rules for damage: (tonnage/10 * speed/10) damage to the target, target's tonnage/10 damage to the attacker; this would mean a Spider charging at 150kph would do 45 damage to a target, and if that target was an Atlas, the Spider would take 10 damage in return.
The other physical attacks would also do the BattleTech amount of damage.
A suggestion I have made before is this: Make the physical attacks their own separate attacks with separate buttons to trigger them:
Press 'k' to make your 'mech kick; if it connects to anything, calculate damage accordingly.
Press 'p' to make your 'mech punch; if it connects to anything, calculated damage accordingly.
Press 'c' to make your 'mech charge in a straight line; if it connects to anything, calculate damage accordingly.
Press 'd' to make a DFA attack. If it connects to anything, calculate damage accordingly.
Then you could also implement the rules for hand actuators; a 'mech with hand actuators can use melee weapons, doing kick damage with a punch (kicks do tonnage/5 damage, punches do tonnage/10), and 'mechs without at least shoulder, upper, and lower arm actuators cannot punch at all.
Sorry for spacing out on physical attacks, but when you think about it collision damage is just an extension of physical attacks; some part of your 'mech collides more or less energetically with some part of another 'mech, doing damage in the collision.