Posted 26 October 2015 - 06:47 AM
There should be water from ankle depth to full Atlas depth. The deeper it is, the more it should slow a mech down, from 0% speed loss up to 75%. Larger mechs should lose LESS speed than smaller mechs and water should provide a 50% damage dampener. It should not serve as hard armour, though. That would neither make much sense, nor would it benefit the game. Jump Jets should not work while submerged. That prevents water poptarts. If a mech is completely submerged, it's sensor range should go down to 25-50%, but the range at which it can be detected should also go down significantly. Under no circumstances should there be underwater walking obstacles, ever. Submerged Mechs should also cool down REAL fast. If possible though they should produce visible steam clouds.
With the suggested changes, water would be a tactical element. It would allow for more complex flanking and it would have a dual purpose, both as partial armour, visual cover, up to full visual and sensor cover. It would provide better cooling, yet betray your hiding place with rising steam clouds if you use it like that.
All this can be implemented in the CryEngine and is well within it's range of features, as is evident by all other stock games that use it. So no "this can't be done" or "this is far too much work". Getting sick of those arguments, seeing what visually majestic other games are using this engine and engine assets.