SuckyJack, on 15 November 2014 - 05:04 AM, said:
This means that a 25 ton mech slamming into something at 100 KPH will have the same force as a 100 ton mech slamming into something at 50 KPH. So expecting that you'll always be squeaky clean from lights because you've got 100 tons under your rear is just sitting in that absolutely wrong idea of "Lights Should Always Lose To Assaults."
Tonnage difference should without a doubt determine how they walk away from the collision in terms of damage taken, a light mech slamming into a heavy mech at high speed should have the light mech on the worse end of damage received. This should already be covered in the difference between armor and internal structure.
The strongest considerations for collisions should be speed, facing and bracing. A mech should be more resistant to collisions from the front as you should be able to brace yourself. A mech should be more vulnerable to collisions from behind as in the current iteration of the game you wouldn't be aware of them. A mech should be more vulnerable to collisions from the side as lateral movement of the legs is much more limited, the machine cannot brace itself as well. Facing should be determined by the facing of the legs and not the torso.
Personally I believe that doing collisions properly will involve removing the movement of our mechs from auto-pilot and cruise control, instead using a system that takes the concept of the player being assisted by the Gyro yet the player maintaining balance instead of just walking around. For a good example of how this was done take a look at Steel Battalion.
Anyways, my 2 cents on the issue. Collisions, Charge Attacks and changes to what is expected of the player to even move go hand in hand in my books.
Yeah but that 25ton light will be a crumpled wreck after the collision. The assault will have the armour and mass to be able to survive mostly ok. Just look at the damage when a car head ons with a truck.