I don't know if this has been suggested before or not, but the BattleTech board game has rules for physical attacks and there are even several mechs specifically equipped with physical weapons like the Hatchetman.
Perhaps you could consider bringing in the Hatchetman and a game mechanic for melee?
http://www.sarna.net...hysical_Attacks
http://www.sarna.net/wiki/Hatchetman
2
Physical Attacks
Started by MarkEwer, Jan 05 2018 01:35 PM
2 replies to this topic
#1
Posted 05 January 2018 - 01:35 PM
#2
Posted 05 January 2018 - 02:42 PM
Melee combat has proven to be fairly complicated to reliably be implemented with the current game engine and the toppling Mechs over part was present in Beta but has been known to be thoroughly misused by players.
Here is an example of a closed beta, where a Hunchback has it's teeth kicked in by an Atlas and falls over (25 sec):
As an complete Hatchetman fanboy I formulated a solution I consider doable under the current paradigm:
Here is an example of a closed beta, where a Hunchback has it's teeth kicked in by an Atlas and falls over (25 sec):
As an complete Hatchetman fanboy I formulated a solution I consider doable under the current paradigm:
Thomster, on 18 March 2017 - 03:31 AM, said:
Esteemed Ladies and Gentlemen.
I am here before you to make the case for the HCT-3F Hatchetman to be introduced into the MWO Universe.
The Hatchetman was, at its roll out in 3023, the first new Inner Sphere Mech design in a century. It featured revolutionary design choices, even after Clan standards: A melee weapon and a full cockpit ejection system. All in all, it was a very well rounded medium platform even capable engaging air units thanks to his targeting system.
During the years, the Hatchetman has seen many iterations in variants equipped with new weapon systems (e.g. Rotary ACs, MRMs etc.) or ECM versions (HTC-6D). Aside legendary engagements like the destruction of the Falcon Guard by Kai Allard Liao, the Hatchetman and his trademark iconic design had clearly left its mark.
It is clear, that the introduction of a Mech like the Hatchetman would be precedence for the addition of melee weapons in the first place. Nevertheless, it would be a significant addition to the variability of Mech choices. It would pave the way for formidable designs like the Axeman or the Hatamoto-Chi, to name a few at least.
Be aware that I do not propose this lightly as I know of the inherent problematic that has always been tied into direct kinetic engagement. Therefore, I have been thinking about how to introduce a hatchet / axe / sword into, and based on, the existing array of weaponry.
Consider this:
Let us treat the melee weapon like “just another weapon system” with a certain set of
This would not create a massive change in the games basic and underlying mechanics (full kinematic engagements, kicking, punching etc.) as rather being melee light. It is clear, that such a change would require massive and probably foundation changing shifts and reprogramming, therefore I tried to create a way less invasive yet way more doable solution.
So, I close my argument for a relatively easy introduction of melee –ish weapons in general and the roll-out of the Hatchetman in particular.
Please let me know what you think about my thoughts on the matter.
I am here before you to make the case for the HCT-3F Hatchetman to be introduced into the MWO Universe.
The Hatchetman was, at its roll out in 3023, the first new Inner Sphere Mech design in a century. It featured revolutionary design choices, even after Clan standards: A melee weapon and a full cockpit ejection system. All in all, it was a very well rounded medium platform even capable engaging air units thanks to his targeting system.
During the years, the Hatchetman has seen many iterations in variants equipped with new weapon systems (e.g. Rotary ACs, MRMs etc.) or ECM versions (HTC-6D). Aside legendary engagements like the destruction of the Falcon Guard by Kai Allard Liao, the Hatchetman and his trademark iconic design had clearly left its mark.
It is clear, that the introduction of a Mech like the Hatchetman would be precedence for the addition of melee weapons in the first place. Nevertheless, it would be a significant addition to the variability of Mech choices. It would pave the way for formidable designs like the Axeman or the Hatamoto-Chi, to name a few at least.
Be aware that I do not propose this lightly as I know of the inherent problematic that has always been tied into direct kinetic engagement. Therefore, I have been thinking about how to introduce a hatchet / axe / sword into, and based on, the existing array of weaponry.
Consider this:
Let us treat the melee weapon like “just another weapon system” with a certain set of
- range (x meters)
- damage type (pinpoint, spread, ..)
- cooldown period (x seconds)
- charge up time (e.g. Gauss)
- The hatchet takes 3 tons of weight and takes 3 slots.
- The hatchet forces lower arm and hand actuator and the required slot.
- No other weapon can be added to a weapon group as soon as the hatchet is added to it. In reverse, the hatchet cannot be added to a non-empty weapon group.
- The hatchet has a charge-up time and a trigger window comparable to a Gauss weapon.
- The hatchet has a long recharge time in the likes of a LRM20 / AC20 or even longer.
- The hatchet is aimed and targets with the crosshairs like any other weapon.
- The hatchet has a range of 30m with complete damage drop-off beyond.
- The hatchet creates pinpoint damage to the calculated impact point, following the same rules as for existing weaponry.
- The destruction of the hatchet would destroy the wielding arm as well, as its static stability would have to be deeply integrated into the arm in the first place.
- The speed of the Hatchetman at the time of the successful impact: Although it would be physically correct to include the objects own speed into the amount of kinetic energy transferred to the target (kinetic energy = mass x velocity squared), I would drop that for the sake of simplicity to make this better introducible into MWO.
- The weight of the Mech wielding the melee weapon. As stated before, the weight has even less influence on the kinetic energy transferred, than the speed has. On the other hand, bigger Mechs wield bigger weapons. While the Hatchetmans Hatchet weighs 3t, the Axemans Axe weighs 5t. If we assign a certain damage potential to the weight of the melee weapon, we have an indirect tie to the size of the Mech and could define 2t for Light Mechs and 7t-8t with Assault Mechs
This would not create a massive change in the games basic and underlying mechanics (full kinematic engagements, kicking, punching etc.) as rather being melee light. It is clear, that such a change would require massive and probably foundation changing shifts and reprogramming, therefore I tried to create a way less invasive yet way more doable solution.
So, I close my argument for a relatively easy introduction of melee –ish weapons in general and the roll-out of the Hatchetman in particular.
Please let me know what you think about my thoughts on the matter.
Edited by Thomster, 05 January 2018 - 02:43 PM.
#3
Posted 05 January 2018 - 03:01 PM
Well, you have obviously put a lot more thought into it than I have!
I was just thinking that it might be a fun way to adjust the game balance between Clan and IS mechs since the clans consider melee attacks dishonorable. The Clans may have some better tech, but the Atlas will punch you in the face.
http://4.bp.blogspot...rutal-punch.jpg
I was just thinking that it might be a fun way to adjust the game balance between Clan and IS mechs since the clans consider melee attacks dishonorable. The Clans may have some better tech, but the Atlas will punch you in the face.
http://4.bp.blogspot...rutal-punch.jpg
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