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Rough Terrain Hexes


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#1 Targetloc

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Posted 03 July 2012 - 04:06 PM

In the board game there are rough terrain hexes that significantly slow down a mech as they cross them. They are an important tactical element of the game that unlike light forest or small hills don't provide additional cover when crossing them.

They could be represented with clusters of small rocks, or shallow marshes.

I think they'd bring an additional depth of tactics by including them.


1) They allow ranged mechs to have an open field of fire to a target that makes the target choose whether to press forward at reduced speed, or fall back to cover.

2) It allows teams to coordinate to try to box in faster mechs into a position where they'll be slowed down and an easier target.

3) They can be placed along alternate routes to objectives so you have the chance of maybe slipping in unseen, or possibly getting caught out in the open while slogging at half speed.

4) It gives an additional use for jump jets, to catch up or escape from faster mechs by hopping over rough spots.


Sorry, meant to post this in Suggestions. Can a mod move this please?

Edited by Targetloc, 03 July 2012 - 04:08 PM.


#2 Spleenslitta

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Posted 03 July 2012 - 04:10 PM

I really like this idea. As a matter of fact i put up a thread regarding this subject about a month ago in the suggestions part of the forum but it dissapeared in the chaos.

#3 WardenWolf

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Posted 03 July 2012 - 04:25 PM

Definitely an interesting idea! We know from the frozen city video that they have done some terrain effects: heavier mechs will have trouble navigating ice and snow at high speeds without slipping. Something similar could be done here too: have rough terrain and swamps that slow mechs.

At the risk of bringing up WoT, I would point out that it has this exact feature in many maps.

#4 Spleenslitta

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Posted 03 July 2012 - 04:30 PM

We already have slower speeds when walking up a hill so it shouldn't be difficult to implement this kinda thing into the game.

#5 ccso237

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Posted 03 July 2012 - 04:32 PM

I love this idea, adds another layer to tactics and gives some more depth to the gameplay.

#6 Saren21

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Posted 03 July 2012 - 04:34 PM

damn good idea most maps i think should have them.

#7 Menson

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Posted 03 July 2012 - 04:35 PM

How would you know your mech is entering rough terrain when the entire battlefield is littered in rubble? What would be rough enough to slow down an allready slow Atlas instead of just kicking whatever bus/car/tank-trap out of the way?

nvm. answered my own question

Edited by Menson, 03 July 2012 - 04:43 PM.


#8 Rikter

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Posted 03 July 2012 - 04:35 PM

I think that a heavier mech would obviously be slowed in a marsh/swamp more than a light mech and on the reverse side of it a heavy mech could in fact move faster in loose stone/gravel where a light mech would have more trouble

#9 Greyrook

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Posted 03 July 2012 - 04:52 PM

We already know that the game is employing terrain difficulties according to the reveal of Frozen City. I think it's likely that your idea may already be in the mix.

#10 Spleenslitta

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Posted 03 July 2012 - 05:28 PM

If you wanted it in the suggestions part of the forum you need to ask a mod.

I put up a question regarding terrain types in the newest ask the dev's thread. But don't get your hopes up.

#11 Targetloc

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Posted 04 July 2012 - 02:34 PM

View PostMenson, on 03 July 2012 - 04:35 PM, said:

How would you know your mech is entering rough terrain when the entire battlefield is littered in rubble?


I'd use some kind of visual style or flora that isn't used on any of the other terrain so it's obvious once you notice it.

For shallow mud or marshes I'd put cat-tails around it, so you know when you see muddy water ringed with cat-tails you know the boundary of what will slow you down.

For deserts, sage brush and loose gravel.

Snow would be the hard one to make obvious. Deep drifts with twisted bits of I-beam scattered around and poking out? Half-buried spruce saplings? Something that's obvious from a hundred meters away, but small or springy enough that it's reasonable to have mechs walk through it (no-clip) without destroying the sprite.





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