Greetings all,
As stated in one of the NGNG podcasts, Bryan has stated he wants "eject" to be in the game. But it's way down on the list of visuals that need to be looked, worked on. Just how and when this function is used has not been elaborated on or probably even discussed much at PGI. Brought up and placed on the"list" but that's it.
I am in the bracket that it is a visual effect only, something that only happens as the Mech is in it's final "death mode". Giving the pilot the "trigger" to activate this option should be discussed very closely.
- Possibly having this function only available in the last few seconds of the Mech's "life" may be a workable option.
- A displayed large warning shown advising "Eject", similar to the first video PGI made.
- If the pilot uses the "Eject" option within the time limit given, then he could be available sooner in the drop ship mode.
[normal delay of 30 or more seconds to re-enter the match, reduced greatly if the "Eject" option used.]
(Drop ship mode, where we have additional Mech's waiting in the pilots dropship, and can re-enter the battle in the next Mech. But this mode is currently some time away so we have time to discuss how this "Eject" could be used and not abused.)
Engine destruction, how do we handle this?
Lore states that it just shuts down if it's severely damaged with a very slight chance there will be a superheated air light show.
- But it was not uncommon for some pilots to disable the safety overrides and over-rev the engines. Very extreme but it did happen in the stories. (the pilot could not make the engine explode using this over-rev.)
- Story line wise, the entire "engine" operates like a self powered electrical turbine, generating power from the reaction and the spinning magnetic field. This over rev was normally only used when the pilot "Really" needed that additional power and speed to clear an immediate area, but it normally damaged the Mech.
- Similar to extended use of MASC will burn out the leg actuators.
- from Lore the engine could be over-revved, as the reaction only produced more energy output, more than the systems could handle, and destroying components (and possibly the engine itself) through this sustained action. Burning out power transmission lines, heatsinks, other systems, basically destroying the Mech's systems. But for those initial few seconds giving the pilot the time/push that may be life or death. (not an option in this game.)
Engine damaged to point of breach:
- If this expelled hot air and light effect was used, it would need to follow some rules.
- The operating engine breaks/cracks from damage, that causes a very short forced expel in only that damaged direction.
- Not a bubble effect but a directed burst, meaning if the enemy Mech was really close when it damaged/punctured the engine it runs a risk of some small collateral heat damage.
(Effect like: If you stick a nail into a pressurized can of pop, it directs the contents right back in that direction.)
So, if you want that effect there is a risk only in the direction of puncture damage. Sorry, no nuke show here.
9erRed
Edited by 9erRed, 25 March 2014 - 01:06 PM.