Ialdabaoth, on 01 April 2015 - 10:58 PM, said:
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.