I want to include simple yet effective physical controls into jump jetting.
Think of an Olympic long jumper, sprinting at maximum speed toward take off, and launching himself at maximum horizontal velocity forward and up. His distance traveled is a physics problem. To much lift and he sacrifices distance, to much horizontal velocity and he'll have no spring to get up.
Now think of an Olympic high jumper she runs towards the bar at a less hastened pace with emphasis on stride and positioning. She leaps at the perfect point high into the air, higher but still needing to move forward to clear the bar.
Both are considered exception leapers but they have very different goals.
My proposal is to have the jumping in MWO be velocity dependent. Jumps to peak height would require a 20% take off speed, and jumps to maximum length 80% take off speed.
A jump of less than 20% max speed would be of the same height as the 20% jumps but would only move forward at the greater of fixed forward jumping velocity or current speed.
Jumps over 80% would not reach maximum distance on the jump because they'd be moving forward at a greater rate and not jump as high; sacrificing jump range for air travel speed.
I could put together some fancy charts showing parabolas and what not but if you don't get it from the examples above I am not sure how a picture will help.
The why bother?
Collisions, better game play, more responsive controls, etc. Are all good reasons. You can pick why you want to see this implemented. I want to get in my victor, Run real fast, and lay the wood on an Awesome, like a hockey player exploding at the point of contact to deliver the maximum check. I think the controls for jump jetting lack a certain control especially as it relates to how far, how high, how fast I travel while in the air.
It's simple to talk about, moderately simple to program, and should be added with collisions to make maximum effect of that mechanic.
1
Better Jumping - Jump Jetting
Started by HammerSwarm, Jan 15 2014 10:53 AM
6 replies to this topic
#1
Posted 15 January 2014 - 10:53 AM
#2
Posted 15 January 2014 - 10:59 AM
HammerSwarm, on 15 January 2014 - 10:53 AM, said:
My proposal is to have the jumping in MWO be velocity dependent. Jumps to peak height would require a 20% take off speed, and jumps to maximum length 80% take off speed.
I might just be missing something but it seems like this is already the case to an extent. If I'm running around in my Jenner-D at max speed then I don't get much vertical distance out of it but I do get some lift while traveling quite far horizontally.
#3
Posted 15 January 2014 - 11:01 AM
Knockdowns went away over a year ago and have no ETA for return.
#4
Posted 15 January 2014 - 11:06 AM
Why would vertical thrust require forward momentum?
#5
Posted 15 January 2014 - 11:17 AM
Sandpit, on 15 January 2014 - 11:06 AM, said:
Why would vertical thrust require forward momentum?
The only reason I could see is to jump just over something, like an olympic high jumper, instead of just peaking over, like a poptart.
I believe this mechanic to be in game already, maybe not to the degree the OP asks for, but it appears to be there.
Edited by krash27, 15 January 2014 - 11:17 AM.
#6
Posted 15 January 2014 - 09:21 PM
I would like to see directional jump jets. There is no reason the jump nozzles cannot use vector thrust and add some ability to change the direction the mech travels during its flight. This would add more evasiveness and mobility to a jump capable mech such as the ability to jump sideways. As always, this would be limited by the weight of the mech and the number of jump jets equipped.
#7
Posted 15 January 2014 - 09:56 PM
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