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Knockdown Mechanics continued from ...V


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#1 ManDaisy

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Posted 29 December 2011 - 07:27 PM

Not mine, thread derailed and I thought this was good enough to be seperated and not lost in the orginal thread.

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I think something thing to keep in mind is that in MW3 and MW4, Knockdowns came with no warning. You just suddenly saw sky or dirt and there was nothing you could do about it, other than know you were about to have a lot of free hits delivered upon you.

If however a pilot could be clued in to how well balanced their mech was and could do stuff about it, it would take some of the seemingly random chance out of it. Players would know more or less why they fell over, know that they done goofed, and take better measures next time.

For example. Say that balance was like a fast regenerating point value. Lets call them gyro points. Certain things add to the regen rate, certain things detract. This could be visually represented by a number of visual warnings, simply be an audio queue in the form of different pitches of gyro whine noise at certain intervals, or both

anyhow, lets say standing stationary increased your gyro point regen speed, the faster you move, the slower the regen rate.
-taking a hit subtracts from however many points you have available
-losing arms or side torsos subtracts significantly
-having leg actuators pop subtracts and lowers your gyro point regen
-taking gyro damage subtracts and lowers regen substantially
-jump jetting substracts and lowers regen until after landing
-melee hits and giving melee attacks subtracts, different attacks and different tonnages subtract differently. (kicks more risky than punches)
-having a bigger mech increases your gyro point total (object at rest, stays at rest)
-having a smaller mech increases regen speed (less mass to move around makes it more nimble and able to recover faster)
-Firing hard recoil weapons like big ACs and gauss rifles while adding kinectic knock to your opponent, also subtracts a bit from your gyro points. Not enough to knock you over, but enough where a thunderhawk that just alphaed its 3 gausses will be easier to knock over than another thunderhawk that hadn't.
-Moving over broken rubble terrain lowers regen rate
-Moving on soft ground increases regen rate.
-crouching increases regen rate significantly
-pressing up against a wall or other solid object also increases regen rate.

Whenever you get low on gyro points heavy impacts might stagger you into a "big dog getting kicked and rebalancing" type situation. Or other such heavy impact fx.
If you suddenly get brought into negative gyro points, and can't regen your way out of the negatives before some x amount of time, then you get full blown knocked over.

if anyone played total annihilation or supreme commander, think something on terms of the metal/energy meters. Where you had inflow and outflow. Certain things would increase regeneration (building a fusion reactor, building metal extractors) while numerous other things would subtract (building stuff, firing certain high energy weapons) So long as you were in the green you were good, as soon as your regen rate went red and you hit zero, you had a problem.

VYcanis



original thread here
http://mwomercs.com/...wn/page__st__60

Edited by ManDaisy, 29 December 2011 - 07:35 PM.






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