

Engine Explosions And Other Dynamics.
#1
Posted 26 September 2017 - 06:49 PM
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
Posted 26 September 2017 - 06:58 PM
Keith66AH, on 26 September 2017 - 06:49 PM, said:
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.
Keith66AH, on 26 September 2017 - 06:49 PM, said:
Quote
- 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
Posted 26 September 2017 - 07:08 PM

#4
Posted 26 September 2017 - 07:08 PM
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
Posted 26 September 2017 - 07:13 PM
Keith66AH, on 26 September 2017 - 07:08 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.'
Keith66AH, on 26 September 2017 - 07:08 PM, said:
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
Posted 26 September 2017 - 09:43 PM
#7
Posted 26 September 2017 - 10:52 PM
#8
Posted 26 September 2017 - 11:01 PM
Keith66AH, on 26 September 2017 - 07:08 PM, said:
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
Posted 26 September 2017 - 11:38 PM
#10
Posted 26 September 2017 - 11:42 PM
Jun Watarase, on 26 September 2017 - 11:38 PM, said:
Oh, they take Crit damage just fine, and can be "destroyed"
There's just no resulting effect
A important difference to note
#11
Posted 27 September 2017 - 11:17 AM
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
Posted 27 September 2017 - 12:04 PM
Bombast, on 26 September 2017 - 07:13 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

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
Posted 27 September 2017 - 12:12 PM
Valhallan, 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

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
Posted 27 September 2017 - 12:30 PM
Valhallan, on 27 September 2017 - 12:04 PM, said:
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
Posted 27 September 2017 - 12:38 PM
#16
Posted 27 September 2017 - 01:56 PM
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
Posted 27 September 2017 - 02:05 PM
Brain Cancer, on 27 September 2017 - 11:17 AM, 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.
#18
Posted 27 September 2017 - 02:12 PM
Quicksilver Kalasa, on 27 September 2017 - 02:05 PM, said:
Hope people have a fun bucket of Dramamine, because they're gonna need it if this game gave us melee attacks.
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.
#19
Posted 27 September 2017 - 03:03 PM
Good ideas though.
#20
Posted 27 September 2017 - 04:15 PM
Quicksilver Kalasa, on 27 September 2017 - 02:05 PM, said:
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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