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A More Detailed Damage System Please!


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Poll: Should the damage system have more detail (58 member(s) have cast votes)

Would you like to see more depth in the MWO damage model (eg. more varied damage effects, better decals, cockpit damage, physics based damage)?

  1. Yes please, asap! (31 votes [50.82%] - View)

    Percentage of vote: 50.82%

  2. No (8 votes [13.11%] - View)

    Percentage of vote: 13.11%

  3. Yes - one for the longer term (22 votes [36.07%] - View)

    Percentage of vote: 36.07%

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#41 Bloodweaver

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Posted 22 August 2015 - 08:12 PM

View PostIaldabaoth, on 01 April 2015 - 10:58 PM, said:

The simplest thing to do would be to link top speed to leg actuators, as follows:

Each leg has four actuators (Hip, Upper Leg, Lower Leg, Foot).

- A Hip critical hit reduces your top speed by 40%.
- An Upper Leg critical hit reduces your top speed by 15%.
- A Lower Leg critical hit reduces your top speed by 10%.
- A Foot critical hit reduces your top speed by 5%.

These are cumulative, so an Upper Leg, two Lower Leg, and one Foot critical hits would reduce your speed to (0.85 * 0.9 * 0.9 * 0.95) = 65% of normal.

The Center Torso has six Engine slots, and XL-equipped Mechs have 2 to 3 Engine slots per side torso.
- Each Engine critical hit reduces your cooling per second by 0.5.

These are also cumulative, so one Engine hit is equivalent to losing 5 SHS, and two Engine hits is equivalent to losing 10SHS.

Each Arm has three actuators, Shoulder, Upper Arm, and Lower Arm.

- Each Shoulder hit reduces arm tracking speed by 50%.
- Each Upper Arm hit reduces arm tracking speed by 25%.
- Each Lower Arm hit reduces arm tracking speed by 20%.

These are also cumulative, so losing both Shoulders and one Upper Arm will reduce arm tracking speed to (0.5 * 0.5 * 0.75) = 19% of normal.

Note that all of these numbers already exist and are adjustable, so you just have to do some really simple math on the client and server side to make all of this work.

To make Gyro hits mean something, we'd need to bring back knockdown - which would, of course, be awesome.

This would be great. Although damage values would have to be reworked somewhat. Critical systems could also be modified to act as damage sinks.

#42 Spleenslitta

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Posted 23 August 2015 - 10:58 AM

I just wish ammo explosions was something you can actually expect if you crit a box of ammo in MWO.
Isn't the chance of ammunition exploding when crited only 10% or has that changed? Ammo explosions used to look incredible too.

#43 Nik Kerensky

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Posted 23 August 2015 - 11:12 AM

MWO really needs to learn a thing or two from Heavy Gear Assault. Every single finger of those mechs/gears can be destroyed, and different damage to the mech actually affects performance (not just leg damage *cough*). For example, damage to engine can cause fuel leak which stops movement but mech can still fire. Damage to torso can affect torso twist etc. So much awesome is possible with just a bit more attention to detail!

I am getting a bit bored of the simplistic damage model in MWO tbh..

#44 Spleenslitta

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Posted 23 August 2015 - 11:51 AM

View PostNik Kerensky, on 23 August 2015 - 11:12 AM, said:

MWO really needs to learn a thing or two from Heavy Gear Assault. Every single finger of those mechs/gears can be destroyed, and different damage to the mech actually affects performance (not just leg damage *cough*). For example, damage to engine can cause fuel leak which stops movement but mech can still fire. Damage to torso can affect torso twist etc. So much awesome is possible with just a bit more attention to detail!

I am getting a bit bored of the simplistic damage model in MWO tbh..

Now that's a good idea. We don't really need graphics for that kinda thing. But unfortunatly PGI believes our brains leaked out our ears years ago.
So they keep things as simple as possible.

#45 Nik Kerensky

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Posted 23 August 2015 - 12:05 PM

View PostSpleenslitta, on 23 August 2015 - 11:51 AM, said:

Now that's a good idea. We don't really need graphics for that kinda thing. But unfortunatly PGI believes our brains leaked out our ears years ago.
So they keep things as simple as possible.


I hear you. If they don't improve the damage modelling which I see as probably the most core feature of the game, I suspect they will lose quite a few players to Heavy Gear, where we are getting this kind of attention to detail.

Devs are you listening???

#46 Spleenslitta

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Posted 23 August 2015 - 01:02 PM

View PostNik Kerensky, on 23 August 2015 - 12:05 PM, said:

I hear you. If they don't improve the damage modelling which I see as probably the most core feature of the game, I suspect they will lose quite a few players to Heavy Gear, where we are getting this kind of attention to detail.

Devs are you listening???

I wasn't aware there is a new Heavy Gear game coming out. Checks it out.....i'll be damned.
I hope they got complicated maps with loooooads of cover and next to no flat spaces or maps with where half of it is just water.

Thanks for bringing this game to my attention Nik.

#47 Night Thastus

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Posted 23 August 2015 - 02:22 PM

This post is really damn vauge.

For example, if "More detailed damage" meant we could critically hit engines, gyros, actuators, life support, etc, etc, I would absolutely support this.

If it means "add a bunch of hitboxes and give them all special effects", no, I think that's a terrible idea. Not only would it take forever to balance and get working right (Bad enough hitbox problems as it is!) but it would cause some serious hit-registration issues and tax the game. No thanks.

#48 Seelenlos

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Posted 24 August 2015 - 06:38 AM

View PostNik Kerensky, on 16 March 2015 - 01:23 PM, said:

Thoughts/comments?


1 AND ONLY 1

GOING CRITICAL






Sorry....I love random game changers ):>

Edited by Seelenlos, 24 August 2015 - 06:39 AM.


#49 Nik Kerensky

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Posted 24 August 2015 - 10:35 AM

View PostSpleenslitta, on 23 August 2015 - 01:02 PM, said:

I wasn't aware there is a new Heavy Gear game coming out. Checks it out.....i'll be damned.
I hope they got complicated maps with loooooads of cover and next to no flat spaces or maps with where half of it is just water.

Thanks for bringing this game to my attention Nik.


No problem mate. Maybe a bit of competition will get MWO scrubbed up to be the game it should always have been.

View PostNight Thastus, on 23 August 2015 - 02:22 PM, said:

This post is really damn vauge.

For example, if "More detailed damage" meant we could critically hit engines, gyros, actuators, life support, etc, etc, I would absolutely support this.

If it means "add a bunch of hitboxes and give them all special effects", no, I think that's a terrible idea. Not only would it take forever to balance and get working right (Bad enough hitbox problems as it is!) but it would cause some serious hit-registration issues and tax the game. No thanks.



Don't think it's 'vague' at all. Let me sum it up for you.

At the very least:

- better damage decals
- more destructible parts (need more blown off than just arms)
- damage should affect mech performance in a variety of ways - read my earlier posts (eg.engine damage can result in lack of movement but can still fire and turn torso, torso damage affects torso twist, etc)

Edited by Nik Kerensky, 24 August 2015 - 10:36 AM.


#50 Nik Kerensky

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Posted 25 August 2015 - 01:05 PM

At the very least we should get better damage decals and more damage related performance effects on mechs. Just saw a thread screaming for increased graphical fidelity which somewhat ties into this topic. Very very doable in the short term. Longer term we desperately need more destructible mech parts and map terrain.

#51 Nik Kerensky

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Posted 29 August 2015 - 12:26 PM

bump

#52 Vellron2005

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Posted 01 September 2015 - 04:49 AM

To be honest, when I played back in closed beta, we had none of that..

When I came back to the game 6 months ago, I was quite pleased that I could actually see "damage" on the mechs exactly where I shoot them, as I'm shooting them... I would go to training grounds and draw on the atlases with lasers..

I do believe it could be made even better.. my suggestions would be:

1) to add the good-old nuke-em explosion on mech death (non damaging, or damaging like an artillery strike with a consumable module equipped).

2) Also, make a destroyed leg drag behind the mech like it did in MW4, and the mech actually limping.. right now, it still actually walks, even though its not operational..

3) Make a destroyed arm have a percentile chance of falling off, but being still attached by some cable or somesuch.. hanging there limply..

4) Destroyed side torsos could be a little more "destroyed" in terms of physically crumpling or removing geometry. (perhaps showing internals like ribs poking out on a zombie)

All of these should be in long-term goals..

Right now, the Dev's must focus on making CW what it deserves to be, and making new maps and immersion elements..

Edited by Vellron2005, 01 September 2015 - 04:50 AM.


#53 Nik Kerensky

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Posted 04 September 2015 - 05:33 AM

^ Agree with a lot of this. I would like to see some dev comment/commitment to this though. Deeper damage modelling is what will make this game much, much more immersive and a lot of this should not take huge amounts of work to do!

#54 Spleenslitta

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Posted 06 September 2015 - 09:39 AM

I won't say anything about how damage should look like on a mech but i think stuff like this is important too.

- Damaged arm actuators slows down arm movement or just puts a limit on how much it can move.
- Damaged center torso limits torso twisting limits and speed.
- Damaged engines makes more heat when you move and topspeed cap goes down.
- Damaged leg actuators limits turning speed or ability to climb steep hills.

Lot's of ideas of things that could happend if cockpit is damaged-
- If sensors are crited it lowers sensor range and makes gathering target info slower.
- Other parts of the HUD get's fuzzy or even outright disabled too. Such as weapon readiness display.
- Heat meter updates slower. You gotta take hints from steam rising around your mech as a hint that you're too hot.
They would have to improve on the hot steam stuff for this to happen.
- Compass goes haywire.
- Disables heat/ night vision.
- Minimap disabled.
- Life support dies. You have 5-10 minutes left to live before the emergency air supply runs out. It's hot in a mech so you use up oxygen fast.

Stuff like this is can be done and would make things more interresting.

#55 Nik Kerensky

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Posted 07 September 2015 - 07:00 AM

View PostSpleenslitta, on 06 September 2015 - 09:39 AM, said:

I won't say anything about how damage should look like on a mech but i think stuff like this is important too.

- Damaged arm actuators slows down arm movement or just puts a limit on how much it can move.
- Damaged center torso limits torso twisting limits and speed.
- Damaged engines makes more heat when you move and topspeed cap goes down.
- Damaged leg actuators limits turning speed or ability to climb steep hills.

Lot's of ideas of things that could happend if cockpit is damaged-
- If sensors are crited it lowers sensor range and makes gathering target info slower.
- Other parts of the HUD get's fuzzy or even outright disabled too. Such as weapon readiness display.
- Heat meter updates slower. You gotta take hints from steam rising around your mech as a hint that you're too hot.
They would have to improve on the hot steam stuff for this to happen.
- Compass goes haywire.
- Disables heat/ night vision.
- Minimap disabled.
- Life support dies. You have 5-10 minutes left to live before the emergency air supply runs out. It's hot in a mech so you use up oxygen fast.

Stuff like this is can be done and would make things more interresting.


Great ideas. Can someone reach out to Russ about this? There is obviously player demand for a better damage system! Would love to hear some dev feedback on this..

#56 Spleenslitta

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Posted 07 September 2015 - 10:38 AM

View PostNik Kerensky, on 07 September 2015 - 07:00 AM, said:


Great ideas. Can someone reach out to Russ about this? There is obviously player demand for a better damage system! Would love to hear some dev feedback on this..

I can't do it. I'm nervous enough about the PM i'm planning to send to Paul regarding my rifle idea.
Seems Russ mostly responds on Twitter anyhow and i stay away from that place...It gives me the creeps.

#57 Nik Kerensky

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Posted 07 September 2015 - 12:11 PM

View PostSpleenslitta, on 07 September 2015 - 10:38 AM, said:

I can't do it. I'm nervous enough about the PM i'm planning to send to Paul regarding my rifle idea.
Seems Russ mostly responds on Twitter anyhow and i stay away from that place...It gives me the creeps.


Fair enough. I don't use twitter either.

Can we get anyone in here who can get this up on Russ' twitter?

#58 Nik Kerensky

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Posted 15 February 2016 - 12:50 PM

In view of the proposed engine upgrade, BUMP.

Let's get a petition going here, this needs to happen for long term immersion!

#59 Nik Kerensky

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Posted 19 March 2016 - 01:07 PM

bump





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