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Tired Of Unrealistic Collision?


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Poll: Crash and Smash (13 member(s) have cast votes)

Does lack of significant damage from collisions affect your gameplay?

  1. Yes (7 votes [53.85%] - View)

    Percentage of vote: 53.85%

  2. No (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

  3. Maybe (4 votes [30.77%] - View)

    Percentage of vote: 30.77%

Would making collision damage somewhat more accurate make for a better game?

  1. Yes, (11 votes [84.62%] - View)

    Percentage of vote: 84.62%

  2. No (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  3. Maybe (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

Are you tired of people running into you all the time because there is no real incentive not to?

  1. Yes (11 votes [84.62%] - View)

    Percentage of vote: 84.62%

  2. No (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

Would you like to see differential tonage related damage in game?

  1. Yes (11 votes [84.62%] - View)

    Percentage of vote: 84.62%

  2. No (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

  3. I don't understand the question. (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Biclor Moban

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Posted 10 December 2015 - 10:43 PM

I would like to see damages related to collisions more in line with the difference in tonage and speed of each mech.

example:

100 ton mech at 34kph head on with 25ton mech doing 34kph might do 10pts damage to 100ton mech and 40pts damage to 25ton mech.

100 ton mech traveling at 34kph head on with 25ton mech doing 108kph might do 40 damage to the 100 ton mech and 50pts damage to the 25 ton mech ( he would mosly just bounce off).

A 100 ton mech runs into a 100 ton mech doing 50kph both recieve 80pts of damage.

Damage would be treated like ballistic damage.

Now that collisions are mostly fixed I think reintoduction of larger collision damage is on order.

Honestly, I am tired of being run into because people know it's insignificant.

Lights,... wait, every pilot gets lazy about collision damage becasue it's no factor as it is.

Also your teammate is less likley to be all up in your Sh#% when you are trying to back out of a bad situation if you are gonna do damge to him.

Edited by Biclor Moban, 10 December 2015 - 10:46 PM.


#2 Mister Bob Dobalina

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Posted 10 December 2015 - 11:09 PM

Tonage should be represented in a way that it would not encourage to end up getting an assault, max out armor and speed and then just steamroll over lighter Mechs.

On the other hand: The kinetic (aka "impact") energy of an object is half of the mass of the object times speed squared. So a 100'000 kg Mech travelling at a 50 kp/h would have 125'000'000 Joules of kinetic energy to hurt you with (ouch!). A 50'000 kg Mech traveling with a 100 kp/h would do 250'000'000 Joules of ouch! Speed kills. Physics says so Posted Image


At least damage should be percentage of armor attached, maybe with a quirk for Standart vs. FerroFibrous ....

Edited by Thomster, 11 December 2015 - 06:32 AM.


#3 Initium Thoth

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Posted 11 December 2015 - 08:12 AM

I agree with the ideas presented as long as it's not terribly exploitable.

Frankly, the lack of damage from collision isn't nearly as annoying as the fact that you can run into an enemy and eventually go through them. This is currently my biggest issue with the game. I can accept that there's not physical attack model... at least one that's easy to implement.

But the fact that I can't block an enemy from getting by me, or prevent an enemy from moving through me...
When there is a significant collision, hold onto your perception of what's going on because you may go through a second or two of warp.

#4 Bud Crue

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Posted 11 December 2015 - 08:27 AM

If we go with the idea of the OP (which I am all for btw), inevitably some physics geek ;) is going to go nuts (ballistic?) because PGI doesn't have different damage numbers for ballistics weapons, and will demand that they take into account relative speed of fire-er and target (Newton's first law and all that).

Like Initium Thoth above, I would just be happy if they managed to fix the inconsistent "phasing though one another" of mech collisions. Consistent damage based on relative mass and velocity would be great too, I just don't think PGI and/or Cryengine can do it.

That said, if they managed to get such collision damage in...I will be all about the highlander burial.

#5 Biclor Moban

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Posted 11 December 2015 - 10:20 AM

View PostThomster, on 10 December 2015 - 11:09 PM, said:

Tonage should be represented in a way that it would not encourage to end up getting an assault, max out armor and speed and then just steamroll over lighter Mechs.

On the other hand: The kinetic (aka "impact") energy of an object is half of the mass of the object times speed squared. So a 100'000 kg Mech travelling at a 50 kp/h would have 125'000'000 Joules of kinetic energy to hurt you with (ouch!). A 50'000 kg Mech traveling with a 100 kp/h would do 250'000'000 Joules of ouch! Speed kills. Physics says so Posted Image


At least damage should be percentage of armor attached, maybe with a quirk for Standart vs. FerroFibrous ....

View PostInitium Thoth, on 11 December 2015 - 08:12 AM, said:

I agree with the ideas presented as long as it's not terribly exploitable.

Frankly, the lack of damage from collision isn't nearly as annoying as the fact that you can run into an enemy and eventually go through them. This is currently my biggest issue with the game. I can accept that there's not physical attack model... at least one that's easy to implement.

But the fact that I can't block an enemy from getting by me, or prevent an enemy from moving through me...
When there is a significant collision, hold onto your perception of what's going on because you may go through a second or two of warp.

View PostBud Crue, on 11 December 2015 - 08:27 AM, said:

If we go with the idea of the OP (which I am all for btw), inevitably some physics geek Posted Image is going to go nuts (ballistic?) because PGI doesn't have different damage numbers for ballistics weapons, and will demand that they take into account relative speed of fire-er and target (Newton's first law and all that).

Like Initium Thoth above, I would just be happy if they managed to fix the inconsistent "phasing though one another" of mech collisions. Consistent damage based on relative mass and velocity would be great too, I just don't think PGI and/or Cryengine can do it.

That said, if they managed to get such collision damage in...I will be all about the highlander burial.


Okay, I haven't had much issues with phasing. I once got behind a Dire in my Centurion in the Bog and held him in the embrace of some tall tree roots for a whole minute ( My weapon arm was gone and I was out of SRM ammo) he was trying to take our base and the closest friendly mech was 2000 meters away) If he could have turned around I was done for. He never did get away before we took their base :).

What if I simplified it.

Base damage done 1pt damage for every 5 tons.

speed multiplier = x1 up to 60kph, x2 61kph-120kph, x3 121kph +

A word problem then.

A south bound Spider traveling at 80kph is on a collision course with a north bound Highlander traveling at 45kph. When they hit how much damage will each one take.

Spider 30 tons divided by 5 = 6pts damage x 2 times speed multipler = 12pts damage given.
Highlander. 90 tons divided by 5 = 18pts damage x1 speed multiplier = 18pts damage given.

Distribute damage like SRM damage.

Impact damage final modifier.
Head on 100% >-<
T-bone 70% v-<
Over taking 40% >->

Just enough damage to be a deterrent, no so much as to break the game.

#6 Mister Bob Dobalina

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Posted 11 December 2015 - 11:42 AM

View PostBud Crue, on 11 December 2015 - 08:27 AM, said:

If we go with the idea of the OP (which I am all for btw), inevitably some physics geek Posted Image is going to go nuts (ballistic?) because PGI doesn't have different damage numbers for ballistics weapons, and will demand that they take into account relative speed of fire-er and target (Newton's first law and all that).


It was just in good fun Posted Image Heck, if I would be really that dogmatic about physical reality I would have had a heart attack already in here.

Totally agree with Initium Thoth about the strange collision model. It starts when a fallen opponent is able to smokescreen the whole view so you can't see, but then you are able to wander through him. The moment they're dead, they become phantoms. But my lancemates can damage armor just by bullying me aside right after the drop .. Hmmm ...

Anyway, however, collisison model needs refinement. At least it needs more consistency.

#7 Heartless Saint

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Posted 14 December 2015 - 01:55 PM

http://plays.tv/s/KawuLBuQ2i1M lol I had my arm-lock on I forgot about that

Here is a example to what would happen to a mech enjoy

Edited by Heartless Saint, 14 December 2015 - 01:57 PM.


#8 PFC Carsten

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Posted 14 December 2015 - 02:06 PM

View PostThomster, on 10 December 2015 - 11:09 PM, said:

Tonage should be represented in a way that it would not encourage to end up getting an assault, max out armor and speed and then just steamroll over lighter Mechs.

On the other hand: The kinetic (aka "impact") energy of an object is half of the mass of the object times speed squared. So a 100'000 kg Mech travelling at a 50 kp/h would have 125'000'000 Joules of kinetic energy to hurt you with (ouch!). A 50'000 kg Mech traveling with a 100 kp/h would do 250'000'000 Joules of ouch! Speed kills. Physics says so Posted Image

But does physics not say that the force is equal to the sum of the kinetic energy of both colliding entities? Being of the same material, they should take equal amounts of damage. Only force transfer should reflect energy differences, iow the Lolcust being pushed back most of the time by the Altas for example.





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