THE IDEA:
Create GLANCING DAMAGE for ballistics and lasers that scales with the speed differential between shooter and target.
HOW IT MIGHT WORK:
If implemented on a scale that adjusts to say a 5% damage reduction for every 20 KPH, it would inspire players to move more often without forcing a bunch of other "balancing" adjustments. In essence I imagine it looking something like this:
Speed differential:
20 Kph = 5% DR
40 KPH = 10% DR
60 Kph = 15% DR
80 Kph = 20% DR
100 Kph = 25% DR
Etc.
To tackle a couple of issues before they're posted I've answered a couple of my own questions below.
Q) Would this apply to mechs that are standing still?
A) Somewhat. It would apply to the fire of any mech moving slower than 20 Kph, however they would lose the reduction on incoming damage.
Q) Won't this make lights harder to kill?
A) Yes, however the scale works for both target AND shooter so a fast mech that wants to do full damage to heavier mech will have to constantly adjust their speed to more closely match the target when they fire.
Q) How will this stop the pop tarts?
A) Hopefully every target they shoot at will be moving, that makes popping over a hill to fire your weapons without a spotter quite a bit more difficult. It should also make standing in one spot jumping up and down when the enemy knows your location much more risky.
Q) Won't this imbalance Ballistics and Lasers?
A) I don't think so but if anyone can see how it would please post your concerns below.
Q) Why wouldn't the reductions affect missles?
A) Missles have their own speeds. If they hit you, there's a good chance they are moving close to your speed. Plus I can't figure out how that would make any sense since you don't aim them manually.
Q) What if I'm playing Assault or Conquest and standing still on a cap point / enemy base?
A) Hopefully you have enough battle awareness to seek a position behind cover from whatever lane you expect the enemy to approach. In which case this is a moot point. Once engaged anything other than a circling light will probably inspire you to move a bit anyway. 20 Kph isn't very fast.
Q) What if I made a mech that can't go 20 Kph?
A) You are dead already, we will come and get you after we systematically dismantle the rest of your team.
I'm sure I've left some important questions out but it's too early in the morning (late at night) for me to continue as I work on Sundays.
Anyway, I think this would be a good solution to the many, many games I've seen where both teams spend the majority of the match hiding on opposite sides of a hill. It would increase the survivability of spotters without granting them extra power and create more incentive for tactical advancement / coordination in each of the game modes.
As I said above, I don't know much about the underlying mathematics in the game so if you see any issue with the implementation of this mechanic please feel free to post below and perhaps we, as a community, can figure it out.
Thanks for reading.
Edited by Krysic, 09 March 2014 - 01:52 AM.