Why we don't have melee anymore.
Once upon a long time ago, MWO was being developed to have melee (of sorts).
It was at this time in our story that along came a dragon! The Dragon had a big nose, that big nose breathed PGI physics and oppressively pinned other mechs to the ground, players were irked... The end.
What we can't have and why.
We can't expect (unless PGI has secretly been working hard to make melee a thing again) to see any form of melee weapons (axes, swords, large spoons) actually swinging around - there are just too many mechs in play without any animations like that, the work involved to animate them all would be immense. Also not on the cards is knockdown, rag-doll physics are already implemented but getting-back-up animations are not...
What I propose.
Some pretext first of all: we have had for some time functionality like ECM cover bubbles - behaviours that deal with proximity and discriminating effects (ECM shields allies, jams foes).
It is by observing these existing functions that I've concluded the best way to implement melee in MWO is to create a small-radius universal DoT aura for each mech that damages only enemies - representing a plethora of subtle maneuvers that mechs would believably undertake when pressed up against a hostile counterpart.
Such an aura would eliminate the performance and fidelity constraints of using each mech's unique 'hit-boxes' for collision detection whilst satisfyingly punishing light mechs that attempt to use exploitative tactics like hugging your knees or glitching between you and a wall.
Damage dealt by this aura can be calculated in any number of ways, larger mechs would have higher base damage but factors like quirks or possibly velocity could affect the outcome.
Mechs that are known in canon for their tendency to whack others in the face could very easily be given quirks to improve their melee damage, and some classics like the Hatchetman can also be introduced without absent or impotent geometry destroying their legacy.
Special effects while within melee range of an enemy could include camera shake (pulsed and impactful rather than rumbling), epic sound effects, perhaps even reticule shake.
FAQ Section.
Q. Won't this be a little abstract? I'd like to see my mech punch the other guy rather than grind him down with magic.
A. Yes, this proposal is a little bit abstract and you'll have to imagine the mechanized kung-fu because there's just no way to actually see those animations implemented at this point. On the other hand, would you really want to have your ranged weapons locked and unusable during a lengthy choreographed maneuver?
Q. Do we really need melee this badly in MWO? why should we settle for this instead of keeping up with petitions for 'proper' mech-punching melee?
A. Yes, we do need melee in some form because light mechs are running rampant, something has to be done about tiny mechs that can trip up assaults or hug ankles without repercussions - this feature, even if a placeholder for more advanced melee, is necessary.
Edited by MechanicalWraith, 22 June 2018 - 02:31 PM.