Greetings all,
Lots of discussion about what elements could be included into calculation of a push force for any 'Mech.
- If it's a matter of just having the hit box or bounding area's of the 'Mech element be the 'resist' wall for this type of collision,
'upon contact with any two 'Mech's or object, a formula is calculated for contact surfaces, weight, direction of movement, speed, altitude differences, and 'Mech design.'
- All leading to a value and direction of 'push force' that could be applied.
We should understand that everything that's been suggested is, probably, already part of the 'Collision and Knockdown' design, or if not well embedded within that same code. As not every collision will lead to an abrupt stop or fall, at lower speeds it should simply be this same suggested 'Push Force' and associated low speed damage event.
- Within Lore and tabletop there is a specific event that can be used with all 'Mech's, with the associated risk. The 'Charge'.
- This attack mechanism is directly in line with the suggested 'Push' feature, as it entails both the physical push and blunt trauma damage that the suggested 'Push' should have.
(but this is a selected action the Pilot engages, and not a random event.)
I had mentioned 'Mech design' as a consideration of calculating the force within a 'push event'.
- Where this should be considered is the leg design of the 'Mech, straight legged or 'chicken leg' design. Each offering somewhat different abilities in posture, balance, stance, and stride strength. And could be associated with slightly different abilities in outright traction and push force.
(it's a detail thing, but may or should be considered.)
We have yet to see how PGI will implement direct full collision with 'Mech's or objects, either at slow or fast speeds.
- Running into a solid object at 90 to 120kph should do damage to exposed weapons barrels or armour at the contact location.
(something we have not yet seen, and require a whole new dynamic to speedy 'Mech's and much better Pilot control or consideration if running at speed.)
If we delve into the MechWarrior Tech for just a minute, there needs to be some consideration of the 'collision avoidance' that is built into every 'Mech. This is a dynamic control system that operates in conjunction with the Pilots movement controls, slightly adjusting the direction or stance of the 'Mech to avoid inherent collisions with any object. But still obeying the Pilots choices, and if it means swinging the arm and barrel through a building to bring the weapon onto target it will, warnings will sound but the 'Mech will still do it.
- This same 'avoidance' should be considered in any non-intentional impact or collision. If the 'Mech can 'step around' an object it should. Sometimes directly conflicting with this suggested 'Push' effect, as the 'Mech will simple avoid it and walk around the object, even in reverse.
(we have absolute direct movement control over our 'Mech's now, perhaps we need some 'avoidance' brought into the design of movement? And more in line with how they, 'BattleMechs', are stated to operate.)
I do like the 'Push feature' suggestion, but I think it's all part and parcel of the Collision and Knockdown design.
Just some thoughts,
9erRed
Edited by 9erRed, 29 May 2015 - 12:42 PM.