Jump to content

Simple (?) Method To Incorporate Actuator Crits Into Gameplay


  • You cannot reply to this topic
5 replies to this topic

#1 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 29 June 2014 - 07:46 PM

I just thought of [what might be] a very simple-to-program way to incorporate Actuator-Crits into gameplay.

We know that Mechs have Actuators in the legs (4) and Arms (2<->4). SO, I propose that we treat the Actuators as Equipment that each have a health value, and these pieces of equipment grant certain % buffs in different movement categories.

For instance: If the ExampleMech EX-1 currently has the following stats:
  • +/-90° Yaw, Yaws at 100°/second,
  • +/-25° UDLR Arm Motion (has lower arm actuators), arms move at 200°/second,
  • +/-30° Chest Elevation, Chest elevates at 60°/second
  • 60°/second turning rate when stationary,
  • +/-60m/s/s peak acceleration

... then we'll reduce it's base stats to a very low level, and then buff it BACK to "normal" status through the use of Actuator Buffs. We will change the Mech's base stats to:
  • +/-45° Yaw, Yaws at 50°/second, however having an intact Gyro grants a 2X Yaw Buff (buffs it back to normal)
  • +/-0° Arm Motion, Arms move at 0°/second, however each Upper Arm Actuator grants you +7.5° UD movement range and +50°/second UD movement speed; Each Shoulder Actuator grants you +5° UD range and +50°/second UD movement speed; each Lower Arm actuator grants a buff of +12.5° LR movement and +100°/second LR movement speed
  • +/-15° Chest Elevation, Chest elevates at 30°/second, however having an intact Gyro grants a 2X Torso movement/range buff
  • 20°/second turning rate when stationary, however each Hip, Leg, and Foot actuator grants a +5°/second turning rate buff
  • +/-20m/s/s peak acceleration, however each Hip, Leg, and Foot actuator grants a +5°/s/s acceleration rate buff

This would make good use of actuators; it could be easy-ish to program if they already have a system that can code movement quirks into equipment, it would make Critical Hits count for more, and it would add a little depth.

How does this sound on an engineering resources-to-yield ratio? Favorable?

#2 Madw0lf

    Member

  • PipPipPipPipPipPip
  • The Raider
  • The Raider
  • 367 posts

Posted 30 June 2014 - 05:26 AM

Not knowing really anything about game engineering, this seems fairly easy and logical. They already have equipment which can add bonuses (Omnipods) So, Id think it would be easy to add that coding to actuators (And engines?) and then have them critable. I also love the idea of it.

#3 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 30 June 2014 - 02:17 PM

View PostMadw0lf, on 30 June 2014 - 05:26 AM, said:

Not knowing really anything about game engineering, this seems fairly easy and logical. They already have equipment which can add bonuses (Omnipods) So, Id think it would be easy to add that coding to actuators (And engines?) and then have them critable. I also love the idea of it.

Karl Berg also said the Machine Gun crits are behaving poorly right now because these Actuators are soaking-up the crits... So, if they are currently crittable, and we can make equipment have boosts, then I see this as an "easy" thing to do.

#4 101011

    Member

  • PipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 1,393 posts
  • LocationSector ZZ9 Plural Z Alpha, on a small blue-green planet orbiting a small, unregarded yellow sun.

Posted 18 July 2014 - 07:30 PM

All of my yes. I would include leg actuators, too, even if they were just movement speed reductions. This would help with MASC, as well.

#5 cmdr_scotty

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 118 posts
  • LocationOutreach Mech hanger B-201, Bay 15A

Posted 19 July 2014 - 07:55 AM

be nice to also have the damaged actuators effect the behavior as well. like lower arm actuator damage would cause jerky movement/loose movement making it harder to aim. upper arm could do the same and if shoulder was damaged then the arm would just flail limply about without control (risk of weapons still firing into the ground/leg)

#6 Dagadegatto

    Member

  • PipPipPip
  • Veteran Founder
  • Veteran Founder
  • 95 posts
  • LocationCopenhagen

Posted 22 December 2014 - 06:24 AM

View PostProsperity Park, on 29 June 2014 - 07:46 PM, said:

I just thought of [what might be] a very simple-to-program way to incorporate Actuator-Crits into gameplay.

We know that Mechs have Actuators in the legs (4) and Arms (2<->4). SO, I propose that we treat the Actuators as Equipment that each have a health value, and these pieces of equipment grant certain % buffs in different movement categories.

For instance: If the ExampleMech EX-1 currently has the following stats:
  • +/-90° Yaw, Yaws at 100°/second,
  • +/-25° UDLR Arm Motion (has lower arm actuators), arms move at 200°/second,
  • +/-30° Chest Elevation, Chest elevates at 60°/second
  • 60°/second turning rate when stationary,
  • +/-60m/s/s peak acceleration
... then we'll reduce it's base stats to a very low level, and then buff it BACK to "normal" status through the use of Actuator Buffs. We will change the Mech's base stats to:
  • +/-45° Yaw, Yaws at 50°/second, however having an intact Gyro grants a 2X Yaw Buff (buffs it back to normal)
  • +/-0° Arm Motion, Arms move at 0°/second, however each Upper Arm Actuator grants you +7.5° UD movement range and +50°/second UD movement speed; Each Shoulder Actuator grants you +5° UD range and +50°/second UD movement speed; each Lower Arm actuator grants a buff of +12.5° LR movement and +100°/second LR movement speed
  • +/-15° Chest Elevation, Chest elevates at 30°/second, however having an intact Gyro grants a 2X Torso movement/range buff
  • 20°/second turning rate when stationary, however each Hip, Leg, and Foot actuator grants a +5°/second turning rate buff
  • +/-20m/s/s peak acceleration, however each Hip, Leg, and Foot actuator grants a +5°/s/s acceleration rate buff
This would make good use of actuators; it could be easy-ish to program if they already have a system that can code movement quirks into equipment, it would make Critical Hits count for more, and it would add a little depth.

How does this sound on an engineering resources-to-yield ratio? Favorable?

This is an amazing idea! +1000





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users