So rehashing an old theory topic cause I don't believe this has ever been done.
So I basically take all the tonnage and normalized all the mechs assuming same density using cube root analysis (I forgot the scientific term, but it's the same analysis they use to determine the theoretical maximum size of Earth's creatures) to figure out the proper mech scaling in this game.
Now, it may be fair to ask why I should assume the same density. I think the logical explanation is that because the realistic physical property of steel and the amount of weight they can carry, we shouldn't have to worry about mech legs being crushed under its own weight. Basically, we did not exceed the material limitation yet. (At least that's the assumption based on working with construction and knowing a little bit about foundation building and experience)
But anyways, without further adieu, here's my finding:
20 2.71 1.00
25 2.92 1.08
30 3.11 1.14
35 3.27 1.21
40 3.42 1.26
45 3.56 1.31
50 3.68 1.36
55 3.80 1.40
60 3.91 1.44
65 4.02 1.48
70 4.12 1.52
75 4.22 1.55
80 4.31 1.59
85 4.40 1.62
90 4.48 1.65
95 4.56 1.68
100 4.64 1.71
If you will excuse me for formatting, this is direct copy paste from Excel.
First column is the weight, second column is the cube root (normalized standard), and third column is the size comparison to 20.
What I found is a possible way for mech scaling to make scientific sense, rather than relying on lore and TT drawings. And unsurprisingly, a 100 tonner is only 71% bigger than a 20 tonner. Which means, a locust should reach up to at least ~60% of the height of an Atlas.
Now granted, different mechs have different shapes, thus different L/W/H ratio, but I think scientifically, again normalizing for same density (and even if it's not same density, you would scale up for heavier mechs, making the size disparity even smaller), light mechs should not be as small as they are in game, and mech sizes should be a lot more similar VISUALLY.
This would resolve a lot of issues for cockpit size (though not eliminate them entirely, for example, no matter how hard you try, there's just no way to fit a human inside an Atlas' eye, as cool as it might look).
Now, I imagine a lot of light pilots would be pissed off if their locusts are 60% of the height of an Atlas, making them super easy kills... in a way. But what I have to say to that is...
Is it time to increase complexity to the game so that lights/mediums can earn money outside of damage and kills? O_O
Edited by razenWing, 11 September 2017 - 08:42 AM.