<soap box>
I think collisions should cause severe damage and consequences on a sliding scale.
Bump = a grinding noise for annoyance and nothing else.
Walking collision (combined 54 kph) up to 2.5pts damage (each) to two locations that collided (first) Ex: Jenner CT, atlas leg.
(30 kph .5dmg, 36kph 1dmg, 42kph 1.5dmg, 48kph 2dmg, 54kph 2.5damage)
"Jogging" collision (combined 84 kph) up to 5 points of damage to the two contact locations.
(60kph 3dmg, 66kph 3.5 dmg, 72kph 4dmg, 78kph 4.5dmg, 84kph 5dmg.)
Running collision (combined 114kph) up to 10 points of damage divided among 2 components each, not by connection necessarily, but by proximity/extremity. (Legs connect? Leg takes half, Arm of same side takes half.. or Side torso if arm is gone.) Staggered mechs. (maintains standing and regains posture over the course of 1-2 seconds, not moving until posture regained.)
(90kph 6dmg, 96 kph 7dmg, 102kph 8dmg, 108kph 9dmg, 114kph 10dmg)
Sprinting collision (combined 144kph) up to 20 points of damage divided amongst 2 locations each, as with running collision. Staggered mechs- 3-4 seconds.
(120kph 12dmg, 126kph 14dmg, 132kph 16dmg, 138kph 18dmg, 144kph 20dmg)
Ruinous collision (combined 174kph) up to 40 points of damage divided amongst 3 locations. (Leg, arm, side torso OR Leg(S) and Side Torso.. or maybe even Leg(13.3 dmg), Side Torso (13.3), CT (13.3)
Knocked down.
(150kph 24dmg, 156kph 28dmg, 162kph 32dmg, 168kph 36dmg, 174kph 40dmg)
Catastrophic collision (combined 204kph) up to 80 points of damage divided amongst 3 locations, as in Ruinous collisions.
Also Knocked down.
(180kph 48dmg, 186kph 56dmg, 192kph 64dmg, 198kph 72dmg, 204kph 80dmg)
Cataclysmic collision (combined 234kph) up to 160 points of damage divided amongst the entire mech (except head)
Also Knocked down.
(210kph 96dmg, 216kph 112dmg, 222kph 128dmg, 228kph 144dmg, 234kph 160dmg)
Apocalyptic collision (combined 264kph) 160dmg capped out. Knocked down, Pilots blackout for 5 seconds. (screen goes black)
Trollololol collision (combined 300kph) 160 dmg capped out. Knocked down. Pilots blackout for 10 seconds.
Jumpjets:
Any mech not touching the ground when hit for a combined 40 kph is Knocked down. Only the airborne mech(s)
This also reduces the damage to both mechs by 50%. (This can be an "oh ****" maneuver by a surprised JJ mech to mitigate damage.)
Collision speeds would be determined by the speed of both parties, and the percentage of the speed be delivered on the collision plane. (Two mechs that bump each other going the same direction at 150kph a piece are really only delivering about 20-30kph or so.. it would be determined by angle.)
Also, glancing collisions would be just that- glancing collisions. Bump/grind noise for annoyance, but no effect.
I think that's useful for some risk/reward play. Even weaponless mechs can do more than just cap.
If collisions happen at over 150 combined kph, both mechs are knocked down even if one is in the air damage is still halved though.
Angle of attack from above (DFA) would knock both mechs over if the combined speed is 40kph.
</soapbox>
(Oh, and knockdowns would be turned on at the same time as Airstrike/Artillery- to avoid silliness as mechs leave the base.)
Edited by Livewyr, 16 October 2013 - 11:14 AM.