

#81
Posted 22 April 2014 - 03:19 PM
#82
Posted 22 April 2014 - 03:46 PM
Lynx7725, on 21 April 2014 - 06:45 PM, said:
You're right! We should never, at any point in time, ask the PUGwarriors to learn to freaking drive their death machines. Nope. Never have them challenged in anyway outside of combat.
Oh wait no, that kind of thinking is ******** as it's the same kind of thinking that's led to the self-entitled idiots we have today. Asking newbies to learn how to not run into one another should not be too much to ask!
#84
Posted 22 April 2014 - 04:09 PM
#85
Posted 22 April 2014 - 04:16 PM
With the damage however it makes it so that a newb in a trial assault mech can accidentally crush the rest of his Lance./
#86
Posted 22 April 2014 - 04:16 PM
#87
Posted 22 April 2014 - 04:30 PM
Or mechs should just be able to stick their leg behind a mech, and ram their arm into their shoulder and hook their leg, making them fall on their back, then start punching them in the chest, firing their AC or PPC as they do so. I'm just imagining a Battlemaster with three AC/2's punching into the side of a victor with all three AC/2's are firing and medium lasers gallore.
Or an Atlas should be able to walk up to mechs, lift them up ass over head and lean back, ram their cockpit against the ac/20 and just let loose. Everytime I'm in my atlas I dream about grabbing under the catapult's ears and doing arm curls, lifting them up into my ac/20. *GRBLAM* Then when the mech falls limp, just let go and walk over the corpse, maybe for dramatic effect, step on one of the ears and it buckles and breaks under the atlas' foot.
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
#89
Posted 23 April 2014 - 04:29 AM
MoonUnitBeta, on 22 April 2014 - 04:30 PM, said:
Or mechs should just be able to stick their leg behind a mech, and ram their arm into their shoulder and hook their leg, making them fall on their back, then start punching them in the chest, firing their AC or PPC as they do so. I'm just imagining a Battlemaster with three AC/2's punching into the side of a victor with all three AC/2's are firing and medium lasers gallore.
Or an Atlas should be able to walk up to mechs, lift them up ass over head and lean back, ram their cockpit against the ac/20 and just let loose. Everytime I'm in my atlas I dream about grabbing under the catapult's ears and doing arm curls, lifting them up into my ac/20. *GRBLAM* Then when the mech falls limp, just let go and walk over the corpse, maybe for dramatic effect, step on one of the ears and it buckles and breaks under the atlas' foot.
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
O M G
That gave me serious nerd *****. I want that game play. I want my mechs to get physical on the battle field. I want getting close to an enemy to have a real dangerous element for both players.
I LOVE the idea that hands on mechs gives them an advantage in close. It's actually another good balance point against the Clan mechs, as they carry so many weapons they often don't have arms. They shouldn't be able to punch, brawl, or grapple without taking large damage. But mechs with hands shouldn't take much damage from those actions... while imobilizing and beating the snot out of mechs they're grappling.
Making getting into to CQB meaningful. A couple of Trebs or Quickdraws should be dangerous in close, at the least.
#90
Posted 23 April 2014 - 04:42 AM
However, please DO NOT add back the collision knockdown that used to occur (can't tell you how bad the falls were in the tunnel on Alpine Peaks) as the space in maps such as this and Canyon Network would be disastrous in a 12v12.
#91
Posted 23 April 2014 - 04:47 AM
We saw exactly this with the endless "plz add dorpships with gauss and laz0rz that derpstroy anyone trying to cap the base in assault mode kkthxbai" threads.
Collisions were just silly. While the occasional strategically executed tackle was fun, two mechs falling over because they touched at 20 mph was just ret**ded. And people asking for their "easy mode kills on lighter mechs" need to wake up. No, it's not okay for you to get a free kill on a mech simply because you touched it and now all the other player can do is watch the fall/stand animation over and over.
In the boardgame, there were clear situations that COULD cause a fall:
take 20+ damage in the shooting phase - make a piloting roll or fall (usually a 5+ on 2d6)
get kicked/miss a kick - make a PSR or fall
run and turn on pavement - make a PSR or skid, possibly fall.
take damage to gyro/leg actuators - make a PSR with a modifier or fall
attempt to jump/run with a damaged gyro/hip - make a PSR with a modifier.
Lose a leg - automatic fall, can get up.
lose the gyro - fall and can't get up.
If you have a way to implement this without turning the entire game into a struggle to keep your mech from falling over (especially if you are running a 90kph+ machine), then please - share. Otherwise it's just a bad idea that you should keep to yourself.
#92
Posted 23 April 2014 - 05:45 AM
Where bumping into a team mate was an audio annoyance and not a concern, but a full on charge could be strategically used- albeit with HEAVY damage consequences (to *both* mechs) would be a good thing.
Certainly would give the bad ankle-biting, crotch-sniffing light mechs, something to think about. (And make the Atlas a bit more imposing...)
I posted a thread about this a long time ago with some decent calculations on how to make it work, without being a complete nuisance from team mates.
Like most things....
#93
Posted 23 April 2014 - 06:06 AM
I see pugging as a way for a new player to be introduced to a game (somewhat like training grounds but against other pilots). If you add knockdowns to small maps and generically poor piloting skills on most players, you'd have a recipe to scare away most new players.
#94
Posted 23 April 2014 - 07:05 AM
#95
Posted 23 April 2014 - 07:08 AM
#96
Posted 23 April 2014 - 08:28 AM
qki, on 23 April 2014 - 07:08 AM, said:
qki, on 23 April 2014 - 07:08 AM, said:
lose the gyro - fall and can't get up.
If you have a way to implement this without turning the entire game into a struggle to keep your mech from falling over (especially if you are running a 90kph+ machine), then please - share. Otherwise it's just a bad idea that you should keep to yourself.
Here's an idea:
Treat the Gyro's as a object that giving a stabilizing force vector of some magnitude. Anything that seriously changes or imbalances the mech, also makes the magnitude of the stabilizing force vector smaller, making the mech easier to knock over.
So lose an arm, small imbalance, lose a leg small imbalance (and low speed), low one side torso large imbalance, lose both side torsos, now you've got a really stable mech as the gyro doesn't have a stabilize all that extra mass. Take gyro crits: lose a large amount of the gyro force vector magnitude. I wouldn't make the mech fall over automatically, but I'd lower it's ability to move on anything but level terrain without a chance of falling over, or use JJ without a chance of falling over, or take a hit without falling over.
Physics based damage model: vector math for the win. It's simple, easy to code, and if the collision detection is in and working on the net code side there's no reason is shouldn't work.
So two mechs of equal force, ram each other head on: they take damage based on the sum of the magnitude of the force vectors, but those forces cancel out and are less that the gryo stabilizing vector force: both mechs stay upright but get some screen shake related to the amount of damage taken.
So two mechs one standing still and one moving a top speed: the standing mech contributes nothing to the damage calculation, but it's mass and gyro rating give it an opposing force check vs. the force of the on coming mech. If it's a really large mech that gyro force might still be pretty large compared to on coming mech... maybe both fall over, or maybe only the standing mech. Both take damage based on the magnitude of the force vector from the movement of standing mech.
So two mechs one moving slowing at an angle relative to the second. Sum of vectors in the direction of motion for moving mech... this will cancel out the total vector if the first mech is moving away from the second, but add if the first mech is moving toward the second. The gyro's of both mechs are probably going keep them upright in the first case, but might well knock them over in the second case. Because the total forces are split along the angles.
Edited by Prezimonto, 23 April 2014 - 08:34 AM.
#97
Posted 23 April 2014 - 05:22 PM
#98
Posted 23 April 2014 - 06:53 PM
MoonUnitBeta, on 22 April 2014 - 04:30 PM, said:
...and mechs with legs should be able to tea bag a downed opponent, or use said hands to flip another off, or touch another mech inappropriately.
#99
Posted 23 April 2014 - 08:33 PM
#100
Posted 24 April 2014 - 03:26 AM
Also, no more Dragon Bowling...please for the love of god. That was just painful.
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