

Eject! Eject! Eject!
#21
Posted 09 October 2014 - 06:13 PM
#22
Posted 09 October 2014 - 06:22 PM
9erRed, on 09 October 2014 - 05:11 PM, said:
In order for PGI to have an actual 'presentation' to the Pilot of physically ejecting or leaving the Mech they need a few items in place first.
- the simple solution,
~ 'sounds of the event happening'
~ 'darken the view for a second'
~ 'enable advanced spectator mode for 2 seconds' (what we saw in the Tournaments for the commentators)
~ 'quick elevation change, up' (this keeps everything in the current game relevant)
~ 'disable the spectator mode'
~ 'fade to black and enable/fade in the dropship mode selection screen.'
- The more difficult versions requires new animations and art work, but all the engineers and designers are tied up with CW Ph2 now. So much more difficult to complete in the required timeframe.
(this method would need to be a generic eject animation with nothing linked to the environment your currently in. Again, more difficult as there would need to be no view of the cockpit your in or the outside location. Or PGI would need to model the animation to 'call' or reference every Mech cockpit during this effect, and the specific map and direction facing when it happens.)
Just some ideas,
9erRed
Lol, ejection would be the only good thing to come of 3pv.....they would just need to like apply
If Eject, apply 3pv....vastly speed up the rate at which we enter 3pv, ofc, add the cockpit roof flying off and us being shot out and all that fun jazz....but yeah, its the only use for the 3pv mode...
#23
Posted 09 October 2014 - 07:53 PM
I can't ever let that design decision go. "Battle armor isn't a vehicle." Pfft. (If you aren't familiar with MWLL, the BA was the player model.)
#24
Posted 09 October 2014 - 08:15 PM
#26
Posted 09 October 2014 - 10:49 PM
#27
Posted 10 October 2014 - 12:26 AM
#28
Posted 10 October 2014 - 12:44 AM
Edited by BOWMANGR, 10 October 2014 - 01:46 AM.
#29
Posted 10 October 2014 - 12:50 AM
"What about a few sweet animations/short vids before/after a planetary fight? You know, stuff like turrets aiming in the sky, shooting at dropships or hangars where pilots climb in their mechs. Just to add more style and eye candy.
This is something we'd love to do but they're expensive to create and very time consuming on the dev team. Yes we could reuse in-game assets but some of those assets would have to be re-modelled (the pilot for example) because they're very low poly or missing big chunks of geometry. While we explore PVE content in 2015, this may return as something we could do to really sell the feeling of a planetary battle about to kick off."
An eject animation will ecounter roughly the same problems.
So we will have to wait a bit more for that.
#31
Posted 10 October 2014 - 01:28 AM
#32
Posted 10 October 2014 - 01:41 AM
Cion, on 09 October 2014 - 02:15 PM, said:
A pogo stick mech still has a nuke reactor. Yeah I know we all want to see a nuke explosion, but that won't happen (locustmeddon literally). Just make the self destruct do like 10 damage to give incentive for people to kill you.
The most important reason is the following :
hearing Betty say
"self destruct initiated"
Awesome. One can dream right?
Make self destruct deal splash damage too.
And make sure to use the input command from Mechwarrior 2, Ctrl + Alt + X.
Edited by xengk, 10 October 2014 - 01:43 AM.
#33
Posted 10 October 2014 - 01:49 AM
Cion, on 09 October 2014 - 02:15 PM, said:
#34
Posted 10 October 2014 - 02:50 AM
"Fusion engines usually will only shut down if damaged or if heat is uncontrolled. Unlike popular belief, there is absolutely no risk of a fusion engine accidentally becoming a nuclear weapon. [17] There have been a number of cases of fusion engines being "over revved" and exploding with devastating force, but this is more akin to a boiler explosion than a true nuclear explosion. More often a destroyed engine will be punctured by weapons fire. Because the plasma is held in a vacuum chamber (to isolate the superheated plasma from the cold walls of the reactor; contact with the walls would super-chill the plasma below fusion temperatures), a punctured reactor can suck in air where the air is superheated. Normal thermal expansion of the air causes the air to burst out in a brilliant lightshow often mistaken for a "nuclear explosion". This thermal expansion damages anything within 90 meters of the destroyed 'Mech.
Such dramatic failures are rare, though. It is difficult to sustain the fusion reaction and very easy to shut down. Safety systems or damage to containment coils will almost always shut down the engine before such an explosion occurs. The massive shielding of the engine (in the case of standard fusion engines, this is a tungsten carbide shell that accounts for over 2/3 of the weight of the engine) usually buys the safety systems the milliseconds needed to shutdown the engine when severe damage is inflicted. "
#35
Posted 10 October 2014 - 03:58 AM
Reference the eject and a second or more of Pilot view time that could be modeled.
- This is not the 3dPv we have in game now.
- It's the 'player base' unseen 'free flight camera' that is being worked on.
- It has all the capabilities to move any direction, and would provide a great Mech down view, roof top to high altitude view for that few seconds.
If you watched any of the past streamed tournaments the commentators used a Dev. version of this. They had free flight movement to any elevation and could switch into any Mech (what we see in game) as spectators.
- This would be an effective and easy method to use to duplicate an eject, linking in a Mech headshot explosion as it happened.
Here an example, the first 20 seconds of this tourney, the camera goes from inside the cockpit to elevation.
- Fine tune this and there's your eject.
9erRed
Edited by 9erRed, 10 October 2014 - 04:04 AM.
#36
Posted 10 October 2014 - 06:46 AM
Sirius Drake, on 10 October 2014 - 12:50 AM, said:
"What about a few sweet animations/short vids before/after a planetary fight? You know, stuff like turrets aiming in the sky, shooting at dropships or hangars where pilots climb in their mechs. Just to add more style and eye candy.
This is something we'd love to do but they're expensive to create and very time consuming on the dev team. Yes we could reuse in-game assets but some of those assets would have to be re-modelled (the pilot for example) because they're very low poly or missing big chunks of geometry. While we explore PVE content in 2015, this may return as something we could do to really sell the feeling of a planetary battle about to kick off."
An eject animation will ecounter roughly the same problems.
So we will have to wait a bit more for that.
I did see that but at the same time I think ther effect can be achieved without too much heavy load, in comparison to short cutscenes and the like.
If you have a butchers through you'll see somewhere he talks about the dropships and animations being worked on for that already, that would be something closer to creating the eject effect and maybe even turn out some results thatll make added a more immersive ejection possible.
Kjudoon, on 10 October 2014 - 01:28 AM, said:
Still laughing, it hurts.
9erRed, on 10 October 2014 - 03:58 AM, said:
Reference the eject and a second or more of Pilot view time that could be modeled.
- This is not the 3dPv we have in game now.
- It's the 'player base' unseen 'free flight camera' that is being worked on.
- It has all the capabilities to move any direction, and would provide a great Mech down view, roof top to high altitude view for that few seconds.
If you watched any of the past streamed tournaments the commentators used a Dev. version of this. They had free flight movement to any elevation and could switch into any Mech (what we see in game) as spectators.
- This would be an effective and easy method to use to duplicate an eject, linking in a Mech headshot explosion as it happened.
Here an example, the first 20 seconds of this tourney, the camera goes from inside the cockpit to elevation.
- Fine tune this and there's your eject.
9erRed
Now that's the ticket right there. I've not used cryengine but it does strike me that there's enough things lying around to bodge together a pretty fine eject sequence with minimal effort.
#38
Posted 10 October 2014 - 08:05 AM
Xtrekker, on 09 October 2014 - 07:53 PM, said:
I can't ever let that design decision go. "Battle armor isn't a vehicle." Pfft. (If you aren't familiar with MWLL, the BA was the player model.)
That was always terrifying. Ejecting into a firefight and dodging PPC and AC rounds as only a BA. Running around the ankles of assaults and piggybacking on heavies.
I loved MWLL.
#39
Posted 10 October 2014 - 08:30 AM
Prior to that, you're either in an ejection seat or starting with the Hatchetman, the entire head section is ejected from the rest of the 'Mech, giving a pilot better odds of survival.
#40
Posted 10 October 2014 - 09:18 AM
LordMelvin, on 10 October 2014 - 08:05 AM, said:
That was always terrifying. Ejecting into a firefight and dodging PPC and AC rounds as only a BA. Running around the ankles of assaults and piggybacking on heavies.
I loved MWLL.
Yeah, but you have to admit, there in the beginning every duel ended in a BA duel. In fact many just used their mech as a mode of transportation for the BA. Ride out, pop 1, pop 2, BA duel, winner gets back in his mostly undamaged mech. At least until they added the cockpit damage. I loved MWLL too, but that was one disconnect that really broke immersion for me. BA was fun as hell on its own and deserved to be a vehicle.
BA was even more fun with the claw worked.

Sorry OP, didn't mean to derail.
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