- Limit overuse in poptarting
- Push it further into the roll of improving quick positioning of a mech
- Make it a strong tool for infighting
- Keep it from being something that is straight out better,such as single jumpjet turning, and make it feel like a more separate unique tool.
- Give it a stronger feeling of physicality with its use
The lore always gave me the impression of jumping to be one of the roughest things you could do to yourself in a mech. One TRO mentions early pilots learning to jump were prone to death in the training. I'm trying to capture the feeling of launching yourself into the air with the feeling you just kicked yourself the impulse of a few AC/20 shots out your rear. Jumps would have massive shake and a large shake on landing. Jumps would have a far greater length in the forward direction than they do now.
Momentum of the jumps would be far more heavily influenced by the impulse of the jump than current movement momentum. For example, a dead still mech with a large array of jump jets, such as a Spider or Summoner, would still leap forward a great distance. Leg damage should be lowered from jumping great a deal from the current fall damage system. In my reasoning it would be due to it being a prepared fall with the mech readying itself for impact vs basically "tripping" while running off a cliff. However jumping down to lower terrain would still cause damage, just less so.
The intended goal is to achieve a feeling of bounding leaps instead of the softer hovering feeling we have now. Mechs would spring forward to jump over upper gaps on Canyon and leap large sections of block sections for surprise attacks in enclosed urban environments giving them more of a "raiders tool" feeling. This would also lead to them being very useful for knife fighting in the ability to quickly change your angle in relation to your opponent within short ranges.
This also removes two things that jump jets, for better or worse, do now. They could still possibly be used to poptart, but it would be very hard to aim during the jump and the forced forward momentum would lead to the need for more careful consideration of the angle of the jump. This would also change the dynamic of single jump jet turning, where a single jump jet greatly increases maneuverability in turning. This could lead to two types of maneuverability in mechs. Ground speed with good turning that we have now, and the ability to blitz in a straight vector.
For an example of my thoughts on fuel use, let's take a six jump jet spider. It could make a "six jump jet" strength jump and then require ground time to refuel, or it could perform two "three jump jet" strength jumps in succession or a "four/ two" split in power between jumps. Refuel mechanics would work similar to now where fuel is regained while on the ground. The speed and how long a pause before refueling begins is one of those things that can only be properly decided with tweaking through actual implementation.
TLDR: Bursting forward jumps VS current, more hover-like, system
Feel free to offer counter ideas or blast mine apart. I wouldn't post this out here if I didn't want to hear differing opinions.
Edited by Hatachi, 25 September 2014 - 04:53 AM.