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Engine Explosions And Other Dynamics.


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#1 Keith66AH

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Posted 26 September 2017 - 06:49 PM

Had a nice convo with some teammates about engine explosions.
Low chance of happeneing... significant damage up close.... briliant display for all to see in combat. Say it happens, use old Long Time strike effect, with a small radious low damage arty strike occurrence when it goes off.
Prevents face hugging and clustering mechs and adds a nice little extra to the game, also a self destruct???? Out of ammo, out of weapons??? BOOOM!

Melee attacks for inner sphere. And Elemental attacks for clans. Consumable slot item. IS can use it till they lose an arm or leg or both arms. Clans can use them till Elementals are killed or 5 times. Melee does X amount of damage per ton while elementals have a range to travel but can be shot...they would do DoT while melee is one location... or other such ideas.

More dynamic effects for ammo explosions. When 5 tons of ammo goes off you should see it and almost feel it. Big flaming boom with fireworks like effect as that ton of machine gun ammo cooks off. Nice shockwave effect or something perhaps.

Lastly HEAVY URBAN MAP. Skyscrapers, narrow alleys, long highways of death or sneaky underpasses or rooftop jumping to flank. Like Mining collective but way better. Better yet enemy sunk in and cant quite get them? Destroy the building and collapse it on them.

Thoughts? Ideas? PGI input on these ideas???????

Ammo jettison would be another nice feature. Weapons gone... stand still for x amount of time while ammo is dumped but ultra vulnerable to ammo hits as that happens....

#2 Bombast

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Posted 26 September 2017 - 06:58 PM

View PostKeith66AH, on 26 September 2017 - 06:49 PM, said:

Had a nice convo with some teammates about engine explosions.
Low chance of happeneing... significant damage up close.... briliant display for all to see in combat. Say it happens, use old Long Time strike effect, with a small radious low damage arty strike occurrence when it goes off.
Prevents face hugging and clustering mechs and adds a nice little extra to the game, also a self destruct???? Out of ammo, out of weapons??? BOOOM!


I'm not sure MWO needs Stackpoling as a visual, let alone a mechanic.

View PostKeith66AH, on 26 September 2017 - 06:49 PM, said:

Lastly HEAVY URBAN MAP.


Quote

- Tukayyid - False City. Set up in 3052, this fake metropolitan area was set up to confuse Clan invaders. A variety of traps, false buildings, and underground areas are present, allowing for sneak attacks and flanking maneuvers

- New Avalon - NAIS Complex. The shining jewel of the Federated Suns/Commonwealth, NAIS has occasionally come under fire. Hanse Davion himself once waged battle against ComStar forces on it's grounds. A combination of tall buildings and open plazas provide much cover and avenues for assault.

- Luthien - Weeaboo Palace. Anime and stuff.

Edited by Bombast, 26 September 2017 - 06:59 PM.


#3 Davegt27

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Posted 26 September 2017 - 07:08 PM

got an ammo explosion from MG ammo the other day Posted Image

#4 Keith66AH

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Posted 26 September 2017 - 07:08 PM

Not sure what stackpoling means or if that was a good or bad point. Bitching Betty could sound an "Critical Engine Failure detected" warning so people have enough time to move away if that helps...

Another great idea for those horrible cache boxes... Instead of having actual mechs listed just give weight class parts. Head, CT, LT, RT, LL, LA, etc... for each weight class. When you finally have a full set you " turn them in" for a random mech of that weight class. Heroes and champions have a much lower win chance if included. So instead of always getting those Omni pods you actually slowly build up a stockpile of parts for a free mech.

Of all of these kind of hope PGI thinks on this idea.

Edited by Keith66AH, 26 September 2017 - 07:09 PM.


#5 Bombast

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Posted 26 September 2017 - 07:13 PM

View PostKeith66AH, on 26 September 2017 - 07:08 PM, said:

Not sure what stackpoling means or if that was a good or bad point.


Michael Stackpole is (Was?) one of the primary writers for Battletech (He's writing the novel HBS's Kickstarter funded). In his books, mechs tended to explode violently, as you suggest. However, in the rest of Battletech lore, this simply doesn't happen - Fusion engines, at worst, explode like an old boiler (A pressurized vessel exploding, not a bomb) and ammunition, while deadly inside the mech, doesn't really 'travel.' Multiple games (MW3) and house rules have followed Stackpoles lead, and its called 'Stackpoling.'

View PostKeith66AH, on 26 September 2017 - 07:08 PM, said:

Another great idea for those horrible cache boxes... Instead of having actual mechs listed just give weight class parts. Head, CT, LT, RT, LL, LA, etc... for each weight class. When you finally have a full set you " turn them in" for a random mech of that weight class. Heroes and champions have a much lower win chance if included. So instead of always getting those Omni pods you actually slowly build up a stockpile of parts for a free mech.


Oh god, not this. We really don't need to double down on the random aspect of caches.

Edited by Bombast, 26 September 2017 - 07:14 PM.


#6 Johnny Z

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Posted 26 September 2017 - 09:43 PM

Definitely. Just make it like an arty strike to start. Doesn't have to be off the leash like the Long Tom was.

#7 LordNothing

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Posted 26 September 2017 - 10:52 PM

i like living legends levels of stackpoling. that just gives me a woody every time a reactor goes boom. its a lovely mechanic and makes the game fun as ****.

#8 Shifty McSwift

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Posted 26 September 2017 - 11:01 PM

View PostKeith66AH, on 26 September 2017 - 07:08 PM, said:

Bitching Betty could sound an "Critical Engine Failure detected" warning so people have enough time to move away if that helps...


Giving a player just enough time to suicide charge into enemies? Well that is problematic too.

I had always thought these kinds of unique things could be done to unique engine types. The STD engine being the most reliable not to encounter such issues, and getting stranger and more deadly weird quirks on the lighter and more experimental engines.

#9 Jun Watarase

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Posted 26 September 2017 - 11:38 PM

You can crit engines and actuators in the tabletop. This isnt implemented in MWO because the critical hit system we have was meant to be a placeholder.

#10 Mcgral18

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Posted 26 September 2017 - 11:42 PM

View PostJun Watarase, on 26 September 2017 - 11:38 PM, said:

You can crit engines and actuators in the tabletop. This isnt implemented in MWO because the critical hit system we have was meant to be a placeholder.



Oh, they take Crit damage just fine, and can be "destroyed"


There's just no resulting effect
A important difference to note

#11 Brain Cancer

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Posted 27 September 2017 - 11:17 AM

We need random AoE deathsplosions about as much as we need more arty strikes.

That is to say, not at all.

Ammo explosions originally looked much more impressive. Then PGI cut down on fancy visuals.

Melee would be awesome simply as a regular attack option, but PGI cannot seem to figure out what most FPS melee weapons do.

Destroyable everything would be awesome, if only for the fact that cover would finally, FINALLY degrade. Ditto buildings that collapse if you jump on them with something too big.

#12 Valhallan

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Posted 27 September 2017 - 12:04 PM

View PostBombast, on 26 September 2017 - 07:13 PM, said:

Michael Stackpole is (Was?) one of the primary writers for Battletech (He's writing the novel HBS's Kickstarter funded). In his books, mechs tended to explode violently, as you suggest. However, in the rest of Battletech lore, this simply doesn't happen - Fusion engines, at worst, explode like an old boiler (A pressurized vessel exploding, not a bomb) and ammunition, while deadly inside the mech, doesn't really 'travel.' Multiple games (MW3) and house rules have followed Stackpoles lead, and its called 'Stackpoling.'

IDK, honestly while stackpole's version is too ridiculous the tacops version (less nuke but more artillery shell splash dmg) isn't so bad, it's not like boiler type explosions are harmless, it's just that only infantry and the like would normally be significantly affected. For armored units, unless a heavy piece of material is shot at you at high velocity (likely in the engine's case though, since it looks to be made of a dense material due to it's weight), it shouldn't be much of an issue. I disagree on the ammo though, it may not travel far but it does travel, enough to hit that guy melee-ing you anyway Posted Image, though the applicable damage would obviously be significantly cut (/20 or so).

That being said, i'd rather have more maps than these things in MWO, BT will be the sim, MWO can continue being whatever it is.

#13 Johnny Z

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Posted 27 September 2017 - 12:12 PM

View PostValhallan, on 27 September 2017 - 12:04 PM, said:


IDK, honestly while stackpole's version is too ridiculous the tacops version (less nuke but more artillery shell splash dmg) isn't so bad, it's not like boiler type explosions are harmless, it's just that only infantry and the like would normally be significantly affected. For armored units, unless a heavy piece of material is shot at you at high velocity (likely in the engine's case though, since it looks to be made of a dense material due to it's weight), it shouldn't be much of an issue. I disagree on the ammo though, it may not travel far but it does travel, enough to hit that guy melee-ing you anyway Posted Image, though the applicable damage would obviously be significantly cut (/20 or so).

That being said, i'd rather have more maps than these things in MWO, BT will be the sim, MWO can continue being whatever it is.


Best argument for mech explosions so far.

#14 Bombast

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Posted 27 September 2017 - 12:30 PM

View PostValhallan, on 27 September 2017 - 12:04 PM, said:

...(likely in the engine's case though, since it looks to be made of a dense material due to it's weight)...


Tungsten Carbide for Standard Engines (over 66% of engine weight), 'crystalline polymer' for XLs (From the lore text, the only difference between engine types is the shielding. So the shielding in an XL is only about 33% of the engine's weight, if my math is right), and I have no idea what for the Light engines (Which apparently use energy dampening fields).

#15 Rovertoo

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Posted 27 September 2017 - 12:38 PM

Lots of people dont like the game, but the MechAssault stackpole effects were awesome! I would love to see something similar. A really small percent chance would be fine, similar to how ammo explosions run on probability, but I would prefer something rare but predictable rather than outright random. Maybe only happen when a mech has override switched on, is over 125% percent, and gets cored out just before its own engine pops.

#16 Rick T Dangerous

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Posted 27 September 2017 - 01:56 PM

Engine explosions: Yes! Make them go BOOM again!

Melee: For both sides, please. Those hand actuators should be at least of some use. And jump-kicks for Urbies.

Ammo explosions and ammo jettison: Good idea.

Heavy urban map: Yes. Please. Tunnels, rooftops, bridges between buildings, no wide open areas, a genuine labyrinth that puts king Minos to shame and looks like straight from the nightmares that H. P. Lovecraft had about New York.

Edited by Rick T Dangerous, 27 September 2017 - 01:57 PM.


#17 Quicksilver Aberration

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Posted 27 September 2017 - 02:05 PM

View PostBrain Cancer, on 27 September 2017 - 11:17 AM, said:

Melee would be awesome simply as a regular attack option, but PGI cannot seem to figure out what most FPS melee weapons do.

The difference between most FPS and this game is the fluidness of those melee attacks don't always make sense in this game. Just watch the Battletech game melee animations and it all becomes clear why they aren't done in this game. I mean, look at the Stormcrow, then try to tell me how in the world that punch animation will work.

#18 Bombast

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Posted 27 September 2017 - 02:12 PM

View PostQuicksilver Kalasa, on 27 September 2017 - 02:05 PM, said:

The difference between most FPS and this game is the fluidness of those melee attacks don't always make sense in this game. Just watch the Battletech game melee animations and it all becomes clear why they aren't done in this game. I mean, look at the Stormcrow, then try to tell me how in the world that punch animation will work.


Hope people have a fun bucket of Dramamine, because they're gonna need it if this game gave us melee attacks.

Posted Image



Though it could offer an incentive for using some mechs again - Apparently, HBS's Atlas has a head that can swivel to stay on target while swinging.

Posted Image



#19 Nemesis Duck

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Posted 27 September 2017 - 03:03 PM

There was a thread about overkills a few years ago. Great idea, kind of like fatalities in Mortal Kombat, do enough excess damage or hit some critical component and get a special animation. I was pumped for anything immersion but we got mech packs instead.

Good ideas though.

#20 Nema Nabojiv

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Posted 27 September 2017 - 04:15 PM

View PostQuicksilver Kalasa, on 27 September 2017 - 02:05 PM, said:

I mean, look at the Stormcrow, then try to tell me how in the world that punch animation will work.

A claw will push forward and try to grab your nipples. On a viper it will be more horrifying given its low profile. Cant really reach the nipples so it will reach whatever it can.

Being serious, melee could have been an option limited to mechs with fists.





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