Posted 23 May 2014 - 02:34 PM
Don't know if anyone suggested anything before so apologies if I suggest it again, not trying to steal credit.
Just things that came to me.
Ideas I thought of to give these padded crits some use.
I will not give something a use just to give it one, rather only when it can be.
Suggestions are also designed to be simple, not complex, and work within existing MWO features. There are enough complicated issues out there (Matchmaker, CW, Clans, etc.), I will not pile onto them.
Starting with an easy one.
THE 4 ARM ACTUATORS
Hand Actuator
In TT, damage affects physical attacks.
In MWO with no physical attacks and rarely do Mechs carry weapons in hand, leave it a padded crit.
Upper & Lower Arm Actuators
In TT, damage causes negative modifiers to weapon and physical attacks.
In MWO, we do have weapon attacks. We also have a Basic Efficiency, Arm Reflex, that adds a speed increase of 15% to Arm movement. So hits to these Actuators could decrease Arm Pitch, Yaw and Movement Speed.
Shoulder
In TT, damage locks the arm, imposes strong negative modifiers and later damage to other Arm Actuators have no effect.
In MWO, I think Arms are linked so what affects one affects both though it would be nice if they were treated as seperate. I will treat them as linked for simplicity.
One Shoulder hit cuts all Arm Pitch, Yaw and Movement Speed in half before other modifiesr are applied. Both Shoulders being critted locks Arms either in the position they were aimed when the second Shoulder was hit or they auto center forward and cannot be moved. It would be like forcing Arm Lock on to those who leave it off.
THE 4 LEG ACTUATORS
I can do these, I just need to find the detailed information on what happens when a limb is blown off for reference, it will have an effect on decisions.
GYRO
In TT, the Gyro can take 2 hits despite being 4 crits.
First hit means you might fall while Running or Jumping.
Second hit means you fall & cannot get up. You can crawl only to turn and shoot while prone.
In MWO, we would need collisions, knockdowns and even then this might be complex to code. But we could have a surrogate system for now that is far simpler.
Much like how Arm Actuator crits could decrease Arm Pitch, Yaw and Movement Speed, Gyro hits can do the same for Torso Pitch, Yaw and Movement Speed. We have 2 Basic Efficiences, Twist X and Twist Speed, that give bonuses so penalties should be easy. These can be applied for each crit thus 3 of them with the 4th crit doing what both Shoulders does, the 4th Gyro crit either locks the torso in place or centers it then locks it.
LIFE SUPPORT
In TT, this produces effects on the MechWarrior.
In MWO, these effects have no way to be simulated simply so I would treat this a Hand Actuators, leave it as a padded crit.
SENSORS
In TT, first hit applies a penalty to fire, second prevents fire completely.
In MWO, for now I would simply make this:
First Hit: Flickering HUD giving the pilot a harder time. Remember the HUD bugs?
Second Hit: HUD goes out. There is a key that does this so it is doable easy. I even saw a vid where someone turned his HUD off for a bit and fought without it.
Not as severe as TT but looks easy to me to do.
That's it until I get that data on what happens when a leg goes. No major effects, no big coding, mainly used penalties opposite existing game bonuses or effects already in game with only 2 no defined.