Difficult to balance, but not impossible
 
1. Don't allow mechs to melee indefinitely.  Have punches and kicks deal a small amount of damage to the armor and equipment of the associated limbs.  Having hands would reduce this and increase punch damage, but punch too much and you'll be punching with a stump and breaking your weapons open over someone else's mech.  With legs, kick too much and you have an increased risk of busting your foot actuator and getting a bit of a limp.  Dedicated hatchets though should have a lot of durability considering all the tonnage you are sacrificing, and not risk the arm's components. Clubs like trees or severed limbs or girders or whatever should vary in overall durability but slow the mech down to carry them accordingly.
 
2. Bigger mechs naturally hit harder than smaller ones like they do in the TT, but their attacks should also have longer hang time, and telegraph more.  Smaller mechs attack slightly faster with quicker motions.
 
3. Melees involve the mech in question really throwing their weight behind a single attack, leaving them vulnerable if they bite off more than they can chew or if they miss.  So no chaining attacks together or anything like that.  Also melee attacks can unbalance you making you easier to knock over with weaponsfire or even other melee attacks, especially when kicking.
 
4. melee attacks should only be done when facing mostly forward, so no circle of deathing someone with punches or kicks
 
5. landing a melee however, even if it does not do very much damage, can really mess with someone's aim, having significant knock factor, and having a good chance of knocking an enemy over if your mech significantly out masses them.
 
6 Ramming should be separate from charging.  The former should be a byproduct of simply driving into someone and should damage both parties like two people going for a jog and accidentally colliding.  Charging should be its own deliberate action requiring specific conditions that is more like 1 person jogging and the other bodyslamming into them like a hockey player. resulting in more damage to the charged mech than the charging mech, but should be harder to aim, and involve significant telegraphing in regards to animation.
 
7.  Only allow charging at full running speed, only allow punches and kicks at under walk speed, each attack slowing you almost to a stop.  In that way a player that wants to break away from a punchfest still has some chance of doing so unless they are significantly slower or totally cornered.
 
8. Punches and kicks might be controlled via a toggle that switches your firegroups into melee mode.  or have its own button,  Each mech might have a few animations that  can maybe be context sensitive depending on relative movement and mech positions, cycles randomly.or might instead involve holding a particular movement direction at the time (holding turn left before punching to swing a wild backhand to the left) ala chronicles of riddick
 
9. To offset the punch advantage, mechs without lower arm actuators  really should get the arm flip
 
10.  Overall, melee should feel like articulated demolition derby... clumsy but brutal.  none of that anime ninja mecha stuff with high precision and fluid movements.  Mech melee should be like i dunno... drunken trains colliding.  Momentum is key.  Over extended movements, wild swings, whiplash, and such.  Just throwing a punch should really shift your view around as your mech throws its weight into an attack, connecting should feel like you just had a car crash, missing should feel really awkward and leaning almost precariously in that direction.
 
 
If a jenner makes the mistake of getting within arms reach of an atlas,  that jenner should run the risk of getting pimpslapped right into (possibly through) a building.
 
I want to see a hunchback round a blind corner, painted blood red, covered in scorches, holding a girder in one hand and a severed mech arm in another, ready to rush.
I want to be able to pick up a fuel truck and break it apart over an enemy mech's head like a very large explosive loaf of bread.
 
It would i think make people much more wary about closing into spitting ranges and really give those clanners something to think about when they get into maps that don't allow them their usual range advantge.
					
					
					
							Edited by VYCanis, 13 December 2011 - 03:09 PM.