FupDup, on 01 October 2016 - 05:34 PM, said:
Before one of my cats died, I could trip over him while he was standing still...He was about 16-17 pounds and I think I was around ~170 or so at that time.
My two cats are 11 and 15 pounds and they
attempt to assassinate . . . err . . . easily trip me up all the time; and I'm a reasonably stout 240lbs and could easily leg press 500lbs + before I had to have a knee rebuilt (could still do it, but don't want to risk another blown-out knee). Physics . . .
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Speaking of physics, as far as the OP is concerned, if they were to implement knockdowns it'd need to be more properly physics based . . . meaning Mass * Velocity = Force. If two mechs collide (solid collisions, not just clipping) then you'd calculate the Force of each mech and then determine if the impacts result in a knockdown or not (PGI would need to decide on the formulas ,there). However, consider that a 100 ton Assault will often be moving below 50kph (turning vectors, inclines, etc. all diminish the actual speed you're moving) while a 20 ton Light will often be moving at speeds above 160kph.
So, for an MWO example, lets say an Atlas is moving at 50kph and hits a Locust moving at 165kph.
50kph = ~46 feet per second
46 fps * 100 tons = 4600 ft/tons of force
165kph = ~152 feet per second
152 fps * 20 tons = 3040 ft/tons of force
Thusly, even at the most extreme end of the equation, the 100 ton Assault overcomes the force of a 20 ton Locust, but not by a massive margin . . . and certainly not insurmountable. Replace the Locust with a Commando (which has more tonnage and goes slightly faster) or a WLF-1 Wolfhound or Jenner IIC, and the lights impact with this much force.
167kph = ~153 feet per second
153 fps * 25 tons = 3825 ft/tons of force
156.7kph = ~143 feet per second
143 fps * 35 tons = 5005 ft/tons of force
A 100 ton assault can still withstand the Commando at TOP speed, but not a Wolfhound or Jenner IIC. Even a 80 ton assault at the same speed as the 100 tonner is laid out flat by just a Commando:
46 fps * 80 tons = 3680 ft/tons of force
See where this is going, yet? You want knockdowns because you think that, if done "properly" that any assault should just bowl over a light. Wrong. Any more physics based knockdown system (which PGI would need to do to do it right) results in lights being really dangerous ramming machines.
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After all, no surprise it's the same way in TT.
Little anecdote here, for emphasis of the munchkin-y abuse it can create: So back in the day, during one tabletop session, one player brought a force that consisted of a whole boatload of Flea mechs at a surprisingly low BV . . . they only had a small laser in each CT, and the biggest engine with MASC and Superchargers that he could fit in each of them. They had like 40 hexes of movement with both systems engaged on a full sprint; and the game was taking place on a very large area that allowed those levels of movement.
They were all ramming machines. In fact they were such horrific ramming machines that on impact they were doing things like shearing Atlas legs completely off.
Now, we can't do anything like that in MWO (at least not yet, or in the foreseeable future). However, in MWO there are instances like the Dragon, which is at an unusual balance of mass and speed to create a ramming monster. There's a reason that it was the "bowling ball" of closed beta and that videos like the one of Paul getting bullied by the Goons exist. There's also the situations listed above.
That is the whole reason why knockdowns don't exist in MWO and really won't exist in the game. Don't get me wrong, collisions should be fixed to prevent the rubber-banding madness that still sometimes occurs and proper collision damage, but knockdowns via ramming probably shouldn't be brought back.
EDIT: For kicks and giggles . . . to show the Dragon's unique position . . .
104.5kph = ~96 feet per second
96 fps * 60 tons = 5760 ft/tons of force
Yeah . . . not much standing against that ramming beast . . . except Quickdraws because they're the same tonnage and same engine cap.
Edited by Sereglach, 01 October 2016 - 06:47 PM.