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Gravity Should Vary By Map And Planet


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#1 Appogee

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Posted 28 November 2016 - 08:43 AM

Not every planet has the same mass as Earth.

So the different maps we fight on, and the different planets we fight on in FP, should have differing gravities.

Differing gravity would affect the effectiveness of Jump Jets, fall rates and fall damage.

CryEngine has variable gravity built in. MW:LL used it to good effect on its asteroid map.

Give us variety. Give us one more tiny step towards sim. Give us variable gravity.

Edited by Appogee, 28 November 2016 - 09:02 AM.


#2 Bombast

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Posted 28 November 2016 - 08:47 AM

Yup. And then give us an asteroid map, where top speed, jump length and ballistic/missile ranges are increased heavily due to reduced gravity, but exceeding your mechs normal speeds can cause limb damage.

Edited by Bombast, 28 November 2016 - 08:47 AM.


#3 Snazzy Dragon

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Posted 28 November 2016 - 08:49 AM

But.. it does.. there's a surface gravity stat on every map

#4 Lily from animove

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Posted 28 November 2016 - 08:49 AM

View PostBombast, on 28 November 2016 - 08:47 AM, said:

Yup. And then give us an asteroid map, where top speed, jump length and ballistic/missile ranges are increased heavily due to reduced gravity, but exceeding your mechs normal speeds can cause limb damage.



this is just buffing the laser vomit as it will be superhard for the average pilot to lern all the different ballistic and mech behaviors for every differently existing gravities.

#5 RestosIII

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Posted 28 November 2016 - 08:54 AM

Speaking of gravity... I still wish we had low-atmospheric drops for our mechs. I mean, in the old MW:O trailer they have an Atlas do it.

Posted Image

#6 Levi Porphyrogenitus

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Posted 28 November 2016 - 08:57 AM

You know what would be interesting? If we actually had a livable gravity on any of the maps. Right now the in-game gravity is super high, which contributes to making JJs super hard to use.

#7 MrJeffers

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Posted 28 November 2016 - 08:58 AM

PGI has stated in the past that they don't plan on doing any different gravity settings per planet. In fact, the flavor text of each planet that indicates different gravity is in fact just text, the actual settings are the same on each planet.

I believe the reasoning was Jump Jets and how they work. They have a single set of thrust/lift values to work with - so on low gravity maps Mechs would literally fly off the map. And likewise be completely useless (more so than now) on heavier gravity planets.

#8 RedDragon

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Posted 28 November 2016 - 09:01 AM

There's a lot that "should" be in MWO. Draw a number and take a seat while you're waiting. They are still serving #5 of 23637.

#9 Appogee

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Posted 28 November 2016 - 09:04 AM

View PostMrJeffers, on 28 November 2016 - 08:58 AM, said:

They have a single set of thrust/lift values to work with - so on low gravity maps Mechs would literally fly off the map.

And yet, a bunch of amateur modders calling Wandering Samurai made variable gravity and jump jets work just fine, using exactly the same game engine, working only in their spare time.

Hint: Set JJThrust=JJThrust/GravityModifier

Edited by Appogee, 28 November 2016 - 09:06 AM.


#10 Bombast

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Posted 28 November 2016 - 09:06 AM

View PostLily from animove, on 28 November 2016 - 08:49 AM, said:

this is just buffing the laser vomit as it will be superhard for the average pilot to lern all the different ballistic and mech behaviors for every differently existing gravities.


That's a valid concern, I think. Still, I'd like for some kind of environmental factors, beyond heat mechanics and forced alt. vision mechanics.

#11 Bud Crue

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Posted 28 November 2016 - 09:10 AM

View PostAppogee, on 28 November 2016 - 09:04 AM, said:

And yet, a bunch of amateur modders calling Wandering Samurai made variable gravity and jump jets work just fine, using exactly the same game engine, working only in their spare time.

Hint: Set JJThrust=JJThrust/GravityModifier


Even if they have the ability, action takes will.

I believe PGI lacks both the will and the desire for action...at least in this regard.

#12 Rhialto

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Posted 28 November 2016 - 09:35 AM

View PostMrJeffers, on 28 November 2016 - 08:58 AM, said:

PGI has stated in the past that they don't plan on doing any different gravity settings per planet. In fact, the flavor text of each planet that indicates different gravity is in fact just text, the actual settings are the same on each planet.

That's what I thoght as I never noticed any change in Mech handling. That's unfortunate. I would have liked those numbers mean something.

#13 Vellron2005

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Posted 29 November 2016 - 06:05 AM

View PostAppogee, on 28 November 2016 - 08:43 AM, said:

Not every planet has the same mass as Earth.

So the different maps we fight on, and the different planets we fight on in FP, should have differing gravities.

Differing gravity would affect the effectiveness of Jump Jets, fall rates and fall damage.

CryEngine has variable gravity built in. MW:LL used it to good effect on its asteroid map.

Give us variety. Give us one more tiny step towards sim. Give us variable gravity.


Ah my dear friend.. it took them YEARS to implement time of day.. how much do you think will take them for variable gravity?

Sorry to say, they really have bigger fish to fry than this idea.. altho good, but still.. maybe after a working FW, a viable skill tree, and some PVE?

Yeah.. then..

Also, considering it logical that most "habitable" or "colonised" planets would be earth-like in nature, the gravitational conditions should be similar.. maybe only slightly higher or lower.. especially in low atmosphere maps.. but not on temperate maps like river city..

Also.. you do realize your idea would make them make new maps?

We cant have that, can we now? ;-)

Edited by Vellron2005, 29 November 2016 - 06:08 AM.


#14 Davers

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Posted 29 November 2016 - 07:55 AM

I actually don't really like the theme of the maps we have- too many battles fought over worlds that are uninhabitable. What kind of permanent bases could be found on a planet covered with lava and active volcanoes? How many worlds have breathable atmosphere? I know it's all SPACE! and ALIEN WORLDS!, but it's hard to picture anything larger than an Antarctica style science lab on most of these planets.

#15 C E Dwyer

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Posted 29 November 2016 - 07:59 AM

View PostAppogee, on 28 November 2016 - 08:43 AM, said:

Not every planet has the same mass as Earth.

So the different maps we fight on, and the different planets we fight on in FP, should have differing gravities.

Differing gravity would affect the effectiveness of Jump Jets, fall rates and fall damage.

CryEngine has variable gravity built in. MW:LL used it to good effect on its asteroid map.

Give us variety. Give us one more tiny step towards sim. Give us variable gravity.

This was talked about as a thing around the time HPG map arrived if I remember correctly, and then dropped by P.G.I because of coding the flight in low gravity, and how it would work, just running off a high place ?

#16 Bombast

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Posted 29 November 2016 - 08:01 AM

View PostDavers, on 29 November 2016 - 07:55 AM, said:

I actually don't really like the theme of the maps we have- too many battles fought over worlds that are uninhabitable. What kind of permanent bases could be found on a planet covered with lava and active volcanoes? How many worlds have breathable atmosphere? I know it's all SPACE! and ALIEN WORLDS!, but it's hard to picture anything larger than an Antarctica style science lab on most of these planets.


Battletech has an absurdly low population density, so it's at least kind of likely we'd have to fight over such low population, bizarre locales.

I'm more bothered by the map where we fight on top of an HPG Generator.

Edited by Bombast, 29 November 2016 - 08:01 AM.


#17 Shiroi Tsuki

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Posted 29 November 2016 - 08:05 AM

Low gravity map + 12 Jump jets

Posted Image

#18 Davers

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Posted 29 November 2016 - 08:31 AM

View PostBombast, on 29 November 2016 - 08:01 AM, said:


Battletech has an absurdly low population density, so it's at least kind of likely we'd have to fight over such low population, bizarre locales.

I'm more bothered by the map where we fight on top of an HPG Generator.


Why is that? It's certainly the only thing of value on the planet/moon. Certainly makes more sense than fighting over a junkyard in some crystal desert. ;)

#19 Bombast

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Posted 29 November 2016 - 08:35 AM

View PostDavers, on 29 November 2016 - 08:31 AM, said:

Why is that? It's certainly the only thing of value on the planet/moon. Certainly makes more sense than fighting over a junkyard in some crystal desert. Posted Image


It kind of, maybe makes sense to fight over it, if you're a Clanner.

It makes no sense for Inner Sphere pilots, and it definitely makes no sense for anyone, to fight on it.

Edited by Bombast, 29 November 2016 - 12:11 PM.


#20 Davers

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Posted 29 November 2016 - 08:42 AM

View PostBombast, on 29 November 2016 - 08:35 AM, said:


It kind of, maybe makes sense to fight over it, if you're a Clanner.

It makes no sense for Inner Sphere pilots, and it definitely makes no sense for anyone, to fighton it.


Shhhh. You are talking about lore, and that has no place here. :D





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