

Should asphalt/concrete be slippery for 'mechs?
#21
Posted 30 November 2011 - 10:33 PM
While yes, the canon does have Concrete as being a slippery surface for 'mechs (What makes for a smooth ride for a half-story tall car makes for Ice-Capades for a four-story tall Bipedal behemoth), I know that this game is also shrugging off the fluff-side of the canon, where urban combat is rare, because the Ares Conventions have clauses that make armies avoid fighting in cities and other non-militarized areas. Yet, in MWO, we've been told that there is going to be a lot of focus on urban combat.
If we're to be expecting that most maps are going to involve urban sprawl, then it'd be a bit silly to make every map a deathtrap to any 'mech that wants to kick it into high gear.
I'd be 100% for it if I knew there would be more map balance, even if that means that every map has some urban areas broken up by large forests or rolling plains, but if it's going to be all-city-all-the-time, then it'd just be wiser to house-rule the concrete Piloting checks out.
#22
Posted 30 November 2011 - 10:36 PM
#23
Posted 30 November 2011 - 10:40 PM

#24
Posted 30 November 2011 - 10:48 PM
Bipedal Mech is supposed to simulate human, we don't slip when walking on the road do we

#25
Posted 30 November 2011 - 11:07 PM
Thoman Coston, on 30 November 2011 - 10:48 PM, said:
Bipedal Mech is supposed to simulate human, we don't slip when walking on the road do we

Walk != run. To my knoweledge noone even suggested a given mech shopuld skid/slip while going at leisurely patrol pace. Yeesh, why do I get the impression most/half the people already don't get the point of the rule/mechanics in question again? It is the same as a friggin' tank in real life. No, a tank going at 10 kph isn't likely to skid. One going 60 kph much more so.
So if this would become a game mechanic, your light Mech going at 20 or 30 kph won't be affected, if it goes 110+ kph though and you think you can run slalom without consequences, well, say hello to skidding into the next building and eventually even throught it. And no, I really don't think many light Mech pilots use super glue to counter that, not even hardcore munchkins.

Edited by Dlardrageth, 30 November 2011 - 11:57 PM.
#26
Posted 30 November 2011 - 11:14 PM
#27
Posted 30 November 2011 - 11:20 PM
Dlardrageth, on 30 November 2011 - 11:07 PM, said:

Actually you would most likely topple over like an SUV trying to do the same thing from being top heavy. That's why I don't get why the mech would really skid to begin with.
Xhaleon, on 30 November 2011 - 11:14 PM, said:
I do like this though, hands should do something, anything but at least something.
#28
Posted 30 November 2011 - 11:57 PM
#29
Posted 30 November 2011 - 11:59 PM
#30
Posted 01 December 2011 - 01:30 AM
#31
Posted 01 December 2011 - 09:14 AM
Between the Pilot Skill and the onboard computers, these turns are mostly succesfull, (TT you need to roll what..a 4 on two 6D to make it), but there is that small bit of a chance to do a big ol' face plant right in front of God and evertyone.
It should be in the game, your not driving a Volkswagon.
#32
Posted 01 December 2011 - 09:33 AM
#34
Posted 01 December 2011 - 10:17 AM


Edited by MaddMaxx, 01 December 2011 - 10:18 AM.
#35
Posted 01 December 2011 - 10:32 AM

#36
Posted 01 December 2011 - 10:37 AM
#37
Posted 01 December 2011 - 10:49 AM
King Curt, on 01 December 2011 - 10:37 AM, said:
Lay it on em jack! Got some solid thoughts cool cat King Curt.
#38
Posted 01 December 2011 - 10:53 AM
King Curt, on 01 December 2011 - 10:37 AM, said:
Really?
There's a difference between running and walking. A 'Mech can walk on a road perfectly fine. It begins to face penalties while running. A 'Mech can't run at full speed and safely pull a tight turn. This can also be said for cars. Go into a tight turn at 35 m/h and you'll slide a bit. Even more so at higher speeds. At a certain point, the vehicle will have so much forward momentum that when it goes into the turn it slides off the road completely.
(Don't know where all those "color" tags came from? They're now removed...)
Edited by REDSLATE, 01 December 2011 - 10:56 AM.
#39
Posted 01 December 2011 - 10:53 AM
Dlardrageth, on 30 November 2011 - 11:07 PM, said:
I am going to argue this simply due to the fact that a tank with its tracks are in constant contact with the ground, while a mech "walks" meaning with each step it has a large impact as it makes contact with the ground, 50 to a 100 ton impact at that. The weight of these things alone would make out the ability to loose traction and slip. now falling over I can being a bit more realistic as you have a center of gravity shifting when turning at velocity.
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