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Boom! Stackpoling, Ammo Explosion And Blast Radius.


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#1 Nikol Grall

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Posted 08 December 2014 - 07:52 AM

The game has become a death ball fest for skirmish and even conquest. Assault balances the strategy a bit better. With competitive teams using all direct fire weapons and running in packs as a primary strategy and as a counter to ecm/targeting, there needs to be a balancing element. Engine destruction and ammo explosions should result in a blast radius. Let's say a sliding scale from 0 -100 meters and 50 - 5 damage spread across the armor of each mech within this radius. The implementation would be very similar to your airstrike/artillery implementation, just centered on the mech that blows. This would result in mechs giving each other room to maneuver and break the lines/balls of direct fire. The penalty for being to near a dying ally should be a deterrent.

#2 Catalinasgrace

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Posted 08 December 2014 - 10:53 AM

It wouldn't hurt my feelings to see something like this...

+1 from me...

#3 TheSilken

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Posted 08 December 2014 - 12:15 PM

Anyone remember the mech explosions from Mechassault? That would be perfect.

#4 Azure Kit

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Posted 08 December 2014 - 12:29 PM

While engine destruction wouldn't result in an explosion like ammo going up would, since the Fusion engines usually either collapse on themselves or give off huge amounts of heat once their cases crack (possibly have engine destruction deal a bunch of heat to nearby mechs?), the Ammo Explosions would have to be tailored to the type of ammo exploding. MG ammo cooking off wouldnt have the same effect as a ton of AC/5 HEAP ammo cooking off, or LRMs or SRMs going off. so perhaps certain ammo types would deal certain amounts of damage. Perhaps a Gauss Rifle taking its mech out when it blows could give the "Low Signal" effect to nearby mechs for a bit, as a result of the magnetic coils releasing all their energy?

Posted Image

#5 CocoaJin

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Posted 08 December 2014 - 06:37 PM

Please no stackpoling...please. Im fine with fusion engine flash offs, but no mushroom clouds. Just a bright flash, with CT and ST panels that buckle and some that fly off, a concussive ring on the ground, some high pressure plasma streaming out of the seams that dissipate quickly in a matter of seconds.

I'd prefer it be more like a tank popping its turret, than a fuel tanker explosion...and make it rare. We shouldn't see it more than more than once every dozen matches or so.

Edited by CocoaJin, 08 December 2014 - 06:38 PM.


#6 Domoneky

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Posted 08 December 2014 - 07:55 PM

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#7 kosmos1214

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Posted 08 December 2014 - 08:36 PM

beater if they put in arrow iv long tom and sniper cannons that would give us a reason not to death ball what you are asking will cause ppl to lose do to bad luck and only bad luck

#8 9erRed

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Posted 08 December 2014 - 10:17 PM

Greetings all,

Once collision and knockdown are returned to the gameplay, we'll see these balls of Mech's start to disperse or risk some collision damage.
- Even collision with terrain may change how Mech's and Pilots deal with movement and tactics.
- Add in the 'Charging feature' and we'll be looking at Mech bowling if they stay tight like we see now.

The reactor breach mechanism and it's sudden rapid release of heat would need to be keyed to the direction of the effected Mech's facing when the breach happens. It would need to be a narrow beam of super heated air shooting out of the destroyed Mech and only in one direction. Some concerns about this effect.

- Do we assume there may be internals and some armour still in the way of the breach explosion?
- Is it treated similar to a large flamer going off for a few seconds?
- Should it follow Canon and be a blinding light flair jetting out of the Mech?
(technically not actually Canon, just in 'Stackpolls' books.)
- Does the Mech stay standing while this effect happens or is the fall-down part of this process, and how will the different postures effect the heat and light release?
- Is there 'only a chance of this effect happening' or every engine death leads to the effect.
(only 2 ways to stop a Mech, legs or engine.)
- Will other Mech's get a verbal warning from 'Betty' of 'Critical Reactor Breach', and have a second or two to change there facing or position? (assume this time limit is effected by the amount of suffered damage to the target Mech.)
- Do we assume that there will only be 4 facing's for a breach effect to be released in? (front, back, both sides.)
~ following with this direction of ejected heat, will the future 'weapon impact impulse and knockdown' change this facing?
- And finally, can this reactor blast effect objects in the surrounding terrain, causing damage or destruction.
(destructible objects are currently being worked on in the testing SkunkWurks.)

There are many elements to consider with asking for a simple engine reactor blast effect, and how it will effect the game code, play style, hit detection, collateral damage states of near objects.

Just some ideas,
9erRed

Edited by 9erRed, 09 December 2014 - 01:57 AM.


#9 xxREVxx

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Posted 09 December 2014 - 07:19 AM

Hell, while we're at it...bring back pilot ejection! Ok, back on topic; I think Jason Vile is on to something in his post. As far as the radius and how much damage scaling goes, the amount of damage could be in relation to how much of a certain type ammo is still of the mech that is about to go "BOOM!"

#10 Nikol Grall

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Posted 09 December 2014 - 10:58 AM

Yes i think Vile is onto something, ammo does dmg, and engine heat radius. More realistic.

#11 Trashhead

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Posted 09 December 2014 - 12:49 PM

+1

Interesting ideas floating around here.
Would like to see some of them in the field. ;)





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