Example:
1.Engine parts always have a chance to not be destroyed from an ST destruction based on their size.
2. Hit box detection is added to the logic of each critical slot and their location in the ST, and without hitting their exact location never experience crit chance before an ST destruction. This allow geometry to be used to balance IS XL and other engines on top of other balancing means.
3. If and ST dies then each piece in the hitbox gets a % chance to take damage or crit based on BT rules or whatever. So 1/12 each ST for each location.
If I'm not mistaken this would lower the problem with IS mechs having XL be instant death. and subtle things could be done by PGI to each mech to control how viable it is to use XL in that case to go with the current designs. This would/could also allow more viability while simulating crit percentages in a sudo realistic way adding depth to combat. This logic could be applies to other things and for more interesting build logic all around to slow down chances of crit destruction.
example2:
Ammo and half ammo.
1.Full ammo takes up a full slot and has a location/ hitbox. It has a full crit chance of 1/12.
2, Half ammo has a location and a crit chance of 1/24. Fun all around.
3. Hitting the location while cored has the given chance of critting based on hit and modified rules per weapon type or other logic.
This allow location of items to matter in mech design. Add geometry logic to exact locations and you have very unique and specific realities to each mech chassis.
Basically make each of those 12 locations in the mech ST at minimum have a real hitbox. Then use geometry to balance it. Then each mech has better viability based on more realistic conditions to balance it. This would allow better build diversity and allow IS engines and other things to exist and have more reason to either use or not use them based on a wider variety of conditions.
Crit chances, based on hit box strike, have a chance up to the destruction of that section(ST for example.). And on loss of various sections logic is applied to each part in a logical way depending on what desired game outcome. Balance the numbers according to needed issues. Then reality be added to make the game a little more interesting. And smooth out some current issues.
At ST destruction engine components on that side can't be hit anymore, forcing you to attack the other side for crit chances, or engine components will need to be added to the mechs physical model under the ST exist after the ST's destruction to allow strikes to it after the ST's removal.
This would also, in a way, bring the crit system and other things into more natural alignment to the BT rules, which seem to be looslely based on the realities of mech geometry to start(I've only seen a little bit of them, but this was the impression I got). This might make balancing simpler in the end as there would be less discrepancies in game logic to the BT rules(By simply giving it all physical geometry.). And have been done by adding the realities to the mech, and relying on player action to affect it, creating a more skill based game.
Edited by Arugela, 01 June 2017 - 12:55 PM.