

Should asphalt/concrete be slippery for 'mechs?
#101
Posted 02 March 2012 - 11:40 AM
I mean, excluding whatever qualms there were of ground pressure on the previous page, the comparison makes no sense. Tracks are not the same a feet.
If this is implemented at all, 'slipping' should only occur on positive acceleration. When you run for a bit, then stop, you stop running gradually, 'Mechs do exactly the same. There is no reason a 'Mech would slide around.
And stop talking about 'realism'. It's lost with 'Mech'. 'Mechs are meant to use the same movement of humans; regardless of what you wear on the bottom of your feet, go run on concrete and slide. It doesn't work. You don't slide. You slow down. When you turn, you don't just **** ninety degrees and take off. Either you gradually turn, or slow down, stop/turn, go.
#102
Posted 02 March 2012 - 11:58 AM
#103
Posted 02 March 2012 - 12:54 PM
Despite the fact that a mech will have a far far larger impact on a surface compared to a tank due to the nature of them stomping the ground, I figure the nature of ferrocrete more than makes up for this. Meaning that even though an Atlas is pretty beastly, its not going to churn up the road like it certainly would on modern day concrete.
Additionally, with such things as neurohelmets and gyroscopes and (god willing

Aside from these musings, I bloody well hope its in the game so I can do it on purpose, guns a blaze.
#104
Posted 03 March 2012 - 06:26 AM
While I think the mech should easily tell you if you’re running too fast to take a turn it might make it more fun if it was an issue of piloting in the game. Ether way I can’t see even the light mechs take turns much faster, it’s not like their top speed is an indicator of a realistic combat speed. Supposing light/scout mechs have special soles refurbished after each drop (μ=1) you’d need streets 80m wide for a turn at almost 130kmph (40m wide for more common speed 90kmph)…
So, what’s the usual BT street like?

#105
Posted 03 March 2012 - 10:43 AM
#106
Posted 03 March 2012 - 11:55 AM
#107
Posted 03 March 2012 - 01:32 PM
http://mwomercs.com/...limited-access/
#108
Posted 03 March 2012 - 01:48 PM
Now think about this, is a 100 ton mech slamming his foot down into concrete likely doubling the amount of force being applied to the concrete going to simply slide along like a gundam? Absolutely not. And to that point, if sliding is in any way shape or form in MWO upon release; I will be severely disappointed because if I wanted to slide around in a building sized steel robot then I would go play armored core.
Also we can look to modern day tanks for the answer to this, going 45 miles per hour they do not simply slide along if they stop.
Edited by bishop, 03 March 2012 - 01:50 PM.
#109
Posted 03 March 2012 - 01:51 PM
#110
Posted 03 March 2012 - 01:56 PM
#111
Posted 03 March 2012 - 01:59 PM
#112
Posted 03 March 2012 - 02:10 PM
What speed would a mech skid? At what weight class? On which surfaces? During what surface conditions? And how would this be communicated to the player? How far would the skid go? Could the mech fall over?
Having to learn the specific triggers for all of those factors for all of the different mechs you are going to control is a pain, especially for something that can affect gameplay as much as an uncontrolled skid, and potential fall.
And no one seems to consider the concrete fracturing under the mech's feet, creating more surface.
This kind of realism doesn't add much to the game experience other than frustration and inconsistency. The players who memorize all of the above data would get a slight edge in very specific situations, while everyone else has to deal with a fringe mechanic that can unexpectedly throw off their whole game.
#113
Posted 03 March 2012 - 02:16 PM
#114
Posted 03 March 2012 - 02:53 PM
2 answers for you
#1 coeficient of friction
#2 MASS
what does this mean?
coeficient of friction if I get a car truck going 20+ mph and stomp the breaks HARD enough I can lock up the tires, at that point if the coefficient of friction is too low the tire will slide along the ground rather than significantly slowing the vehicle down.
mass as it applies to friction the lightest battlemech weighs 20 metric tons if its feet are properly sized they will not "accidently" damage the surface of the road it is walking on. if it is not tearing up the surface, then it can't "dig in" and it needs to rely exclusively on friction to make changes to its speed and or direction of travel.
I don't know about you, but I have a simple friction demonstration walk on bare dry road not very slippery right? now try wet pavement, lot slipperier, now try ice slippery as heck.
I am not saying that dry pavement for a mech is like walking on ice... but I would bet that proportionately for its mass its a lot closer to ice than dry pavement is for me
#115
Posted 03 March 2012 - 04:33 PM
'Mechs walk and run, not drive. Their method is step by step, not rotation of a wheel. When you turn a 'Mech, it's a gradual process.
A 'Mech could not turn on a dime regardless what speed it goes, it is too big. This rule is stupid, it's pointless (for the scenario of MWO).
#116
Posted 03 March 2012 - 04:48 PM


#117
Posted 03 March 2012 - 05:05 PM
bishop, on 03 March 2012 - 01:48 PM, said:
In case you missed it, this is a BT community. We want nothing that isn't in the canon and nothing in the canon missing. Gameplay is of secondary importance to fitting with the canon of an 80s board game.
#118
Posted 03 March 2012 - 05:26 PM
Sp12, on 03 March 2012 - 05:05 PM, said:
In case you missed it, this is a BT community. We want nothing that isn't in the canon and nothing in the canon missing. Gameplay is of secondary importance to fitting with the canon of an 80s board game.
while i do think gameplay is importent i do like the idea of sliping cuz im just going to get a really fast mech then trip and slide into your mech and knock you over : )
#119
Posted 03 March 2012 - 05:34 PM
Mason West, on 03 March 2012 - 05:26 PM, said:
while i do think gameplay is importent i do like the idea of sliping cuz im just going to get a really fast mech then trip and slide into your mech and knock you over : )
And you could do that if it was in the board game.
#120
Posted 03 March 2012 - 05:37 PM
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