DaZur, on 20 September 2013 - 06:22 AM, said:
@OP
Very nice synopsis and an admirable intent... Problem is it's not likely plausible and here's why.
There are a couple different ways in which games institute damage-collision (hit boxes):
- Geometry = Higher-level combat games actually use the models lowest-level LOD (level-of-detail) geometry to register hits / damage. This typically results in the most accurate damage model but comes as a cost of CPU cycles.
- Bounding boxes = Using global axis (X,Y,Z) points based off the vertex points of the given object, the game numerically defines a "bounding box" that is representative of that objects hit-box.
In both of examples the hit-box is attached to an object it's meant to represent. If MW: is using geometry-based hit-boxes, it's almost impossible "fudge" the hit-boxes outside the actual geometry unless you actually cut / break off bits / parts of other objects and associate them via the linked hierarchy... which is model-messy, time consuming and overtly complicated.
If it's volume based, in theory, as you illustrated, PGI "could" extend / shape the hit-boxes to balance their ratios. But this also creates problems. If say the arm hit-box extends into the side-torso and the arm is destroyed and detached, so to is the hit-box... This leaves a side-torso that now has a bad bounding damage volume in that there will be a portion of the side-torso geometry that does not have a matching hit-box volume... i.e. shots to that area will simply pass through and not register damage as there as the hit-box volume was detached with the arm.
Long and short... PGI can fudge ever so slightly but cannot cross geometry / objects / parts with their hit-boxes, lest when the lowest level object is removed from the mech (arm to a side torso or a side-torso to a center torso etc..) it will leave a gap in the geometry where the hit box profiles no longer match / register damage.
Not trying to be a Debbie-downer... just throwing the facts out there for reference.
Yup I knew this.
<-- working towards degree in game and art design.
Some of these are indeed easy fixes and I figured the LOD method wouldn't be preferred for MWO just because I doubt they would need that level of precision at the cost cycles for what is ultimately 7 hit boxes.
I was betting on the Bounding Box theory.
And though redrawing the bounding boxes would become time consuming in some cases they are already going to do a "Mech pass" going back to those older mechs to make them "Modular" so when you switch out weapons it changes what the mech actually looks like.
But if you also remember they fixes the Jager head hitbox in a mater of days. (EDIT: which now that I think about it may not of been a fix due to LRM-apocalypse splash) The KTO took longer because they actually pulled the mech apart and redid where the KTO torso twisted from which is a much bigger fix outside of just bounding box.
*Fingers crossed*
=)
-Crow
Tweaks, on 20 September 2013 - 11:08 AM, said:
I'm probably one of the few, but I really don't like these suggestions. I think it makes all 'Mechs work the same way and almost nullifies their differences.
The point of having 'Mechs with different types of geometry and different types of designs is that they don't behave the same way and don't all have the same weaknesses either.
By making left and right torsos consistently equal in proportion with the CT on all 'Mechs, it means there's no more challenge in knowing the specifics of each 'Mech anymore and learning their weak points. You just have to aim at about the same spot on each 'Mech you see and you'll get the same results.
I think this would make the game very boring and too much of a simple shooter with robots.
Look at the mechs I posted that needed a redesign. Even the Hunchback which I admitted was boarder line if not blatantly over the top "Janky" solution.
The individual weakness of the mechs did not disappear, they have just been mitigated. Why? Because those weakness would massively penalize the player for taking that mech instead of another with the same tonnage that doesn't have the inherent weakness of an easy to hit center torso.
As I also said, not every mech needs this. Most mechs are fine, but the ones I grabbed are some of the more extreme examples that absolutely need dealt with.
Sable Dove, on 20 September 2013 - 02:12 PM, said:
I like your thinking. This would go a long way to improving survivability for many mechs.
However, if you don't mind, I'd like an explanation as to why you think the Catapult is fine as it is, when proportionally it has one of the largest CT hitboxes in the game (not to mention the giant head hitbox). As bad as the Dragon, but slower, a larger mech in general, and doesn't have arms capable of protecting its torso at all.
The Catapult may be okay now, but if you change all the other bad-hitbox mechs, the Catapult will be useless, because every other heavy will have 2-3 times as much effective armour as it.
And as a side note, you would be doing less damage overall, because only 50% damage is transferred from a destroyed section. Not that it's a bad thing. More survivability is a good thing.
I still see many many K2's and Kat's on the battlefield that acquit themselves well in both sniper and brawler roles. I see the side torso peeled off just as much as I see the CT hammered, some times they have a STD engine sometimes an XL.
I do agree with you on the head hitbox that needs to be downsized a lot, and the pelvic / pelvis area should be split between the legs. I felt once that happens the Catapult should be about perfect.
I am not trying to completely rewrite the "Quirks" of a particular Battlemech, I am just trying to mitigating the more absurd hitboxes into something that makes a bit more sense.
The Catapult has a big nose and the Dragon has a big nose.
The difference is when the Catapult torso twists he starts taking damage on his left and right torso's where as the dragon doesn't. Is it perfect? Probably not but i didn't as someone put it "make them all the same"
It may just come down to a personal preference thing.
But hey if the Catapult needs it, lets do it.
It sets precedence for the the Madcat.
Edited by Carrioncrows, 20 September 2013 - 03:21 PM.