In the old system you'd be knocked down if another mech hit you mostly based on how fast the other mech was moving and how much it weighed. Once you were hit you'd either go down or continue moving like normal.
My idea is to make collisions knock mechs off balance, after which the player can attempt to correct this by turning, accelerating or decelerating away from the collision. While a mech is off balance, an indicator is displayed onscreen showing where the mech's center of mass is compared to where it should be, like you'd see during some tricks in extreme sports games. If left on it's own the imbalance will either be corrected at low speeds or get worse at high speeds. The worse the imbalance gets the faster it increases,until the mech reaches the tipping point and falls down. Colliding with a mech would also cause significant damage.
The indicator would look more or less like a circle with a smaller circle inside it, and a dot representing how far off balance the mech is. The smaller circle represents how much the mech can correct on it's own, if the dot is outside it it will if left on it's own move away from the center until it reaches the larger circle at which point the mech falls over. Lighter and faster mechs can correct an imbalance faster but are much more vulnerable, with high speed collisions being an instant knockdown on them.
The actual effect of a collision would be dependent on the same physics system used in the old knockdown system, with heavier slower mechs being more resistant to knockdown and faster heavier mechs being better at causing it and mechs being more likely to fall down if they get hit higher up. Colliding with a mech while airborne would make it impossible for you to actively or passively correct until you get back on the ground, making it a nearly guaranteed knockdown.
A mech that collides with another mech would have it's speed and direction of movement altered, with the throttle being automatically set to match. The player would then have to turn and adjust the throttle to avoid falling down. If a mech for example runs into another mech and bounces off to the side it would need to turn away from the mech and reduce throttle to recover.
A mech running at full speed would not be able to correct if hit in the back, and a mech running full reverse would not be able to correct if hit in the front. Turning left leaves you vulnerable to a collision from the right, and turning right leaves you vulnerable to collisions from the left.
A mech which is knocked off balance will be visibly unbalanced, with the mech leaning over more as it's closer to falling over.
Mechs with more than one arm actuator on either arm would be silghtly better at causing, resisting and recovering from knockdown, based on the total number of actuators excluding the upper arm actuator.
To prevent griefing and accidental knockdowns mechs would be highly resistant to friendly collisions. This can be explained as mechwarriors intentionally minimizing the impact while doing the opposite against enemies.
This system opens up a wonderful opportunity to add modules, which I hope would be a good alternative to current modules. For example you could have:
Increased collision damage, deal no collision damage to friendlies.
Increased knockdown effect on enemies, no knockdown effects against friendlies.
Increased resistance to knockdown, immune to friendly knockdown.
Increased resistance to collision damage, immune to friendly collision damage.
Increased passive balance recovery, recover from knockdown faster.
Etc.
While combining these modules would make a mech much more effective in collisions this would of course require one to give up other useful modules for it.
All in all, this looks like a very complicated system, but I think it will add quite a bit to the game as it makes knockdown more skill based without letting players avoid knockdown completely and it adds some more useful modules to give certain current modules some competition.
While the system is quite complicated to describe it wouldn't be nearly as complicated to use.
TL;DR The idea is to re-implement knockdown and make knockdown partly skill based and partly dependent on modules and chassis.
Edited by Satan n stuff, 26 May 2013 - 09:43 AM.