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

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.