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Fall Mechanics, Gravity, Module Synergy, And Role Based Rewards


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#1 Shae Starfyre

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Posted 03 July 2014 - 07:32 AM

Greetings,

With the new fall mechanics, and based on postings in other areas of the forum, the following ideas could be implemented.

Synergizing Gyro and Hill Climb Modules to work with the SHock Absorbing Module for Lights and Mediums with differences between JJ and non-JJ Mechs; the reason for them working differently between these types of mechs, is that the JJ Mech can control his landing and decents, a non-jj cannot always do this... Or, for fairness, a reduced reduction to JJ mechs as the same principles could still apply but with JJ's there are mechnical differences in play that prevent full reduction (whatever roleplay reason, insert here).

Example: a Non-JJ Fast Light with all three modules would gain more protection from falls/down hill impact damage as these modules could/should simulate additional mechnical overrides to lesson the impact.

On collision, a Gyro Module should provide a type of resistance to impact from other mechs (reduction in damage), as the mech is braced and recoils against the impact to reduce the damage.

I am not a numbers guy; but this could all be worked into a quirk like system; where Hill Climb Module would provide no bonus to a JJ Mech when they are equiped, but when a non-jj equiped mech adds the hill climb module, perhaps it would lesson the damage by some percentage.

Likewise, under certain conditions, the Gyro module could also add to decreased damage percentages stacked with the other modules.

All three could theoretically place a light mech into the next scaled bracket for instance.

A tag for certain planets could increase or decrease the feet per seond minimum for fall damage to occur (HGP comes to mind; maybe that would increase the threshold by 50% or something) so that fall damage wouldn't occur until they reach 50 ft per second; or it would slow the decent down.

Also, with this mechanic in place, and after tweaks, it may be time for Light and some Medium quirks (this may have been suggested before, but now is a good time to do them) to exist for Narcs, Spotting Assists, and Tag (like an increase in cBills for performing their role based function as scouts)...I dunno, 10-15% bonus?

Another thought for the role based, is the spotting bonus working differently for Lights, or rather, for lights only, a first time spot bonus for cbills/exp or what have you.

Some constructive and positive feedback suggestions on how to enhance the future of the game.

Edited by Aphoticus, 03 July 2014 - 07:37 AM.


#2 Nothing Whatsoever

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Posted 03 July 2014 - 12:25 PM

I like the idea of there being synergy with those modules.

We would just need some tweaking to our Mech and Pilot Tree, since as we currently have Modules, that would lock up all three slots on say a Commando or Locust.

But if we would have a modular tree, then having these three together with a mix of other modules and efficiencies would thus provide opportunities to further enhance Role Warfare so that there can be other synergies with other mixes.





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