Damage at 20 points or over should have chance of knockdown.
#1
Posted 26 December 2011 - 04:18 AM
The only way I can see this being achieved is by RNG, which I know is anathema to many people. So what is your alternative?
#2
Posted 26 December 2011 - 04:48 AM
#3
Posted 26 December 2011 - 05:08 AM
#4
Posted 26 December 2011 - 05:27 AM
Edited by Nik Van Rhijn, 26 December 2011 - 05:35 AM.
#5
Posted 26 December 2011 - 05:58 AM
your OP, suggested to me at least, that you were saying that, a kin to dice rolling, a probability would be caluclated and your mech falls down or not.
I'm suggesting that projectile weighs this much. it impacts the torso (for sake of argument) at this angle. imparts x damage and kinetic energy which may overcome the weight of the mech (or, say the torso twist mechanisms or what ever). so the reaction is different if you hit them high or low, or far on the flank or whatever. I'm talking reasonably accurate simulation.
So while RNG might be a part of it, As much control is given to the pilot as possible, so she or he can decide where to try and hit the target, maybe with the purpose of knocking their torso round or making them fall into a building a certain way.
Unless that's what you were talking about, in which case I didn't find it very clear.
#6
Posted 26 December 2011 - 07:10 AM
#7
Posted 26 December 2011 - 09:09 AM
Now, guessing there will be a way more detailed damage modeling and hitbox system, it might come down to how much damage is done to predefined hitboxes at once. Keep in mind, we won't have a round-based combat here, so just focusing fire on an enemy Mech to pile up 20+ damage in one round like in the TT won't work. There will have to be some tweak made to this. Either it would be the very simple solution of requiring 20+ damager from one Mech at a time (which is pretty much a nerf to light and medium ones), or a more complicated system.
To a certain degree use of a RNG will be unavoidable at some point, but I'm pretty confident it will play way less of a role than in the TT game (or MegaMek et al.). Knockdown from massive weapon fire (and melee attacks as well?) sustained should defintely be in the game. But how it can be implemented is pure guesswork before we know more about the damage modeling PGI will come up with.
#8
Posted 26 December 2011 - 09:46 AM
#9
Posted 26 December 2011 - 10:04 AM
http://mwomercs.com/...__fromsearch__1
#10
Posted 26 December 2011 - 10:24 AM
As damaging as lasers would be, they have basically no kinetic energy, so the vast majority of the damage is thermal. Getting blasted by lasers shouldn't really knock someone down, unless you damage the leg actuators or hit an ammo bay.
The polar opposite in this case would be Autocannons: they have little to no thermal energy as its damage results from explosive shells tearing apart the armor and structure of the mech. These would have considerable knockdown, especially the AC-20 with its VW bug sized ammunition.
Also: don't make it all at once. The TT game was based around 10 or 15 second turns, so that's just 20 damage over so long, the idea I had in mind was to have each shot unbalance you further, and the chassis quickly balances itself in response. In that rebalancing, there is a short window of time to hit again and unbalance further and further, until the dang thing just flips over. Each chassis would, naturally, have its own rates of balance and unbalance, and would be more or less resistant to knockdown based on its tonnage or armor or engine or some odd combination of the three.
#11
Posted 26 December 2011 - 12:15 PM
#12
Posted 26 December 2011 - 01:30 PM
If they are only strong enough to melt it off in molten wads and gobs, not much if any, and it would mostly be from rapid weightloss on the mech.
If they are strong enough to be flash vaporizing, then its like having your armor suddenly turning into explosives on contact.
BT has described it both ways IIRC, depending on authors.
I like the idea of different weapons and occurrences having different knock factor. High end ACs, gauss rifles, large missiles or groups of them, melee attacks (if implemented) and incidents of limb loss, should lead greatly towards forcing knockdowns.
-beneath that, PPCs, smaller missile groups, smaller ACs should have considerably less knock force.
-lasers should only deliver a token amount (even if using the flash vaporization knock factor) since gameplay wise they are immensely easy to boat.
-machine guns and flamers should have none.
More over though, i don't think it has to be all or nothing. No reason why you have to be only upright or knocked down. There is room for degrees. For example shooting a mech enough to make it stumble and slow down for a bit while it reacquires its balance, or cause it to get knocked backwards a few steps, or drop to a high crouch for a moment, or simply having your mech torqued to one side sharply, can all be relatively minor effects of taking hard impacts, where as more severe effects can be the more extreme falls where you get knocked on your back, or face plant, or end up otherwise ragdolled
Edited by VYCanis, 26 December 2011 - 01:31 PM.
#13
Posted 26 December 2011 - 01:41 PM
It should simply be:
You took 20 points of damage or more, you will fall down unless you, as the pilot, do something against it.
Example of how it could be handled:
You got hit by an AC/20 and your Mech starts to fall to the left, you have to pull your Mech to the right to stay upright. If your Mech wants to kiss the ground straight up, you have to pull backwards. You dont need to adjust your movement speed, you just have to pull your stick at the right time in the right direction to keep it balanced.
Every chance is taken out of the system and it all comes down to piloting skill. Simple but effective and close to tabletop rules.
#14
Posted 26 December 2011 - 02:39 PM
#15
Posted 26 December 2011 - 03:46 PM
#16
Posted 26 December 2011 - 03:48 PM
Nik Van Rhijn, on 26 December 2011 - 03:46 PM, said:
The 'force' number I used was arbitrary, and was independent of actual weapon damage. If that's what you mean? It still does affect light mechs most, but I added the "mass softener" because I felt they were getting knocked down too easily lol.
#17
Posted 26 December 2011 - 03:57 PM
#18
Posted 26 December 2011 - 04:24 PM
yeah, lights should be the easiest to knock down, i think we are all in agreement on that.
but what about making them some of the fastest to recover and get back up and running? (provided they survive of course)
#19
Posted 26 December 2011 - 04:57 PM
#20
Posted 27 December 2011 - 09:08 AM
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