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Is Knock Down Ever Coming Back?

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#101 The Dreaded Baron B Killer

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Posted 18 July 2014 - 11:54 AM

View PostWolfways, on 18 July 2014 - 10:37 AM, said:

Pacific Rim was cool?... :P

Haven't seen it tbh, looked like Transformers.


I went into it with low expectations due to trannyformers... it was actually decent. don't get me wrong, it's not cult classic A grade cinema, but a good popcorn FX flick.

Give it a spin, it's pretty entertaining.

#102 Vassago Rain

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Posted 18 July 2014 - 12:11 PM

View PostBaronBastardKiller, on 18 July 2014 - 11:54 AM, said:


I went into it with low expectations due to trannyformers... it was actually decent. don't get me wrong, it's not cult classic A grade cinema, but a good popcorn FX flick.

Give it a spin, it's pretty entertaining.


I liked bayformers more, because I know who the characters are.

Both are just summer action flicks, anyway.

#103 The Dreaded Baron B Killer

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Posted 18 July 2014 - 12:27 PM

View PostVassago Rain, on 18 July 2014 - 12:11 PM, said:


I liked bayformers more, because I know who the characters are.

Both are just summer action flicks, anyway.


the bayformers were terrible... just terrible....

#104 Malleus011

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Posted 18 July 2014 - 12:39 PM

While knock-downs would be nice, I really see this as an expansion with four parts:
  • Falling
  • Charging
  • Melee Combat
  • Complex Maneuvers
The first part we really need, and need as soon as practical. Giving 'mechs the risk of falling - from taking heavy damage hits, from bad jump-jet landings, or moving through very bad terrain - would improve the game. Being shot with a 20+ hit while in mid-air could easily cause your 'mech to make an uncontrolled descent, which might result in additional damage and extra time taken to get back on your feet. MWO would need to implement some kind of pilot action to attempt to avoid falling, but this should only improve gameplay.

Secondly, the game should have a charging mechanic. Not just the occasional accidental bump - what we have now handles that fine - but a real mechanism for resolving ramming attacks between 'mechs. This is a staple of the Battletech universe and not an unreasonable tactic to implement. As always, TT rules give PGI a good place to start.

Next, we could use real melee combat. Adding the ability to punch, kick, and DFA would improve the brawling portion of the game considerably. Those 'useless' hands on the Battlemaster or Atlas (they're just taking up valuable crit slots!) could suddenly become helpful when you need to pound an enemy 'mech into scrap.

Finally, all this would require a better system to handle complex maneuvers. Mechs should be able to operate while prone (with some difficulty for certain weapons), kneel, or crouch. Once again, we'll need a few more controls, but this would improve gameplay by giving mechwarriors more tactical options for their machines.

Oh, and all this might actually give us a reason for the actuators and actuator critical hits to do something ...

#105 Col Jaime Wolf

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Posted 18 July 2014 - 02:01 PM

PGI just needs to get the maths's right for collisions to work.

so for your pleasure another Meli's maths lessons in dynamic object forces and angled collisions (™) o_0

first to define our main variables.

M= Mass
V= Velocity
F= Force/ or "energy"(™) if you will

so "M*V=F" as a simple summery of the "force" of a moving mech.(™) archimedes (I think)

example a 35 ton 150 KPH Jenner would generate 5250 "units" of force against a stationary object. an atlas moving 50 kph generates 5000 units of "F" (assuming both objects do not move but "stop" eachother like a brick wall and no resistance is between the objects)

when two dynamic objects collide its something like.

Oa=1 (object A )
Ob=1 (object B )

(OaV+ObV)*OaM=FOI(Ob ) (force of impact) from Oa to Ob (™)

and vice versa.

so (ObV+OaV)*ObM= FOI(Oa ) the force that Object A would take when it ran into its target (™)

with me so far?

this of course is relative, the velocity would be negative for object "B" if it was running away from object "A" and it would be positive if they were playing "chickin" and running at eachother.
so a atlas running 50kph away from a jenner running 150 kph would be hit at 100kph and a head on would be 200kph. simple so far yes?

furthermore depending on the angle of impact relative to velocities.

http://www.mathcentr...ech2-6-2009.pdf <- first two pages explain enough mostly.

which would just take the "relative angle" between Oa and Ob (or vice versa dont get them confused) then apply a sine/cos to the targets "V" to find your final resultant "Velocity" and finally to calculate your resultant forces. really a thousand ways to do this but you get the idea.

this would leave you with the "F" that a specific object would impart upon impact even at obtuse angles or even for falling from a ledge or what have you.

All that remains is finding the "right" amount of "force" needed to make mech knockdowns realistic and balanced. I would imagine it would take less force if you did a DFA because it attacks the target from off of the center mass.

you can use also sine/Cos to determain the extra amount of force leveraged against a mech from a DFA attack (distance from center of mass/gyro to extremety having force applied to it = lever size to apply) (™)

so for example as a simple case study.

1. Jenner (A) runs into atlas ( B ) the jenner is doing exactly 150kph (easy maths) and running straight at the atlas which is doing 50kph (more easy maths)

how much force does each object impart in the collision?

[(1)150+50]35=

Object A = 7000 "units" <- atlas recieves this amount of force

[(1)50+150]100=

Object B = 20,000 "units" <- jenner recieves this amount of force maybe thats why little mechs always complain about getting kicked by big things and recieving disproportionate damage in return..

we can see a jenner actually generates a huge amount of force. but the jenner only has 35 tons of mass to absorb 20,000 units of F. so it would probably explode like a tin can. think a sports car hitting a dump truck head on.

The atlas has 100 tons of mass to absorb (if we arent getting technical about it applying first to the leg and "muscles" then the rest of the mechs mass because its physically that large) the 7000 units of force. so it would definatly be shaken. maybe even have a broken leg. but notice once that atlas is rolling its force skyrockets from 5000 units (against a stationary object) to 20,000 in a head on 200kph game of chicken.

but...but.... what about those dragon linebackers? well see a dragon was a good linebacker because he weighs 65 tons and moves 107 KPH for a whopping 6955 units of force against a stationary object. gee wizz batman no wonder it knocked everything off its rocker. so if a jenner could trip up an atlas a dragon could defintly knock one out cold. (157kph*65t=10,205 F units in our scenario) but the dragon would have taken that 15,700 F units too in a head on. that much force is bound to break something. you know how nasty pile ups can get on the field.

for another reference a 150kph cicada at 40 tons racks up a respectable 6000 units of force against a stationary object. (200kph*40t=8,000 F Units in our scenario) so maybe that jenner shouldnt really be able to knock an atlas over all forces considered.(™)

for yet another reference consider a 80 ton victor going 89 KPH he would generate 7120 units of F against a stationary object. (89+50)*80=11,120 units of F in our scenario while the atlas would deal 13,900 F units to the Victor. So those fast mechs that reside on the "light" end of their weight class really reside in that "sweet spot" as a linebacker. good speed and force.

from this we can see that head on collisions should rightly destroy and maim the (*&*#& * out of your dumb (#&(# self. hitting a stationary target still can impart some serious forces but is a fender bender by some comparisions.

what should we draw from this?

*Light mechs would get pulverized in head on collisions and wouldnt really impart that much force into an assault. for a simple example a cicada would divide its 6955 F units against the 100 tons of atlas to deal either 69.55 F to each ton or all that F to just one leg/side (whichever way you want to divide it, mech size and impact location would make it very specific)

*mechs like the dragon are excellent linebackers because of their top speed and decent tonnage imparting them bowling ball advantages.

*knockdowns can be very.... painfull....


so.....solution to knockdown/griefing/playing with your food?

make bigger mechs have a kind of F reduction based on their weight. this would be because a larger mech needs a larger gyro and that would allow it to absorb alot more F then just its weight would allow (IE you do not need to linearly scale the amount of force needed to knock a mech over from 20 tonners to 100 tonners, it would take significantly more force to knock an atlas down then even a victor for example)

that concludes our lesson for today. :P happy hunting.

Edited by Mellifluer, 18 July 2014 - 02:22 PM.






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