Lily from animove, on 13 October 2017 - 12:17 AM, said:
with destructable engines by damage the assaults would be in a very new imbalance as most smaller mechs don't have enough internal HP to die from engine damage-. But imagine your assaults blowing off at 50% CT health due to engine damage crit seekers.
Yep.
In my hypothetical Battletech to Real Time Simulation thread....
Many of the issues of first person shooters was addressed by noting that tabletop is a summary, and given this, the hitbox system is also a summary. Thus, a sub-hitbox system for sub-sections. For example take your typical Atlas. Current system? 11 hitboxes and very broad, general areas. New system? Divide each body part into 4 to 8 subsections.
Someone just did a 100 damage alpha on your left torso? Welp they aimed for your upper left torso as they peeked up to give you that ray of insta-death. Worse yet, you got an XL engine. ....Laugh at them. Sure, they destroyed THAT section of your left front torso and no doubt they burned through that spot of the rear, too. Congratulations, they destroyed 10.75 points of armor and assuming the inner structure is only divided by 4 hitboxes, an additional 10.5 points of structure. (This is assuming PGI's double armor structure, otherwise they only destroyed 5 something points of each for that 100 damage blast. Oh, and probably your LRM launcher).
Point is by having a subsection system, alpha strikes become meaningless. Furthermore, you can set it up so that you can remove chance rolls for critical hits in favor of a system where you physically have to aim for the weapon, ammo, or equipment you want to destroy. You'd pack the engine under the heaviest armor. And if they wanna go for it, more power to them but their target square is a lot smaller than what people are used to in MWO. Know what its like aiming for moderately sized head hitboxes in MWO? Imagine if all the subsections were around the size of the largest head hitbox. And you wanna destroy that specific component.