Can the Mechs fall if they turn too tightly?
#1
Posted 07 January 2012 - 09:23 AM
#2
Posted 07 January 2012 - 09:34 AM
#3
Posted 07 January 2012 - 09:40 AM
#4
Posted 07 January 2012 - 12:42 PM
#5
Posted 07 January 2012 - 12:48 PM
But I would love to see Mechs falling over from turning too tight into an improperly-banked curve at high speed!
#6
Posted 07 January 2012 - 01:35 PM
#7
Posted 07 January 2012 - 01:53 PM
On the other hand, if the mechwarrior confirms his stupidity by holding down the throttle, then the DI computer will comply.
I propose that mechs would automatically adjust their speed when turning normally, but the player can attempt to increase the throttle beyond the game's recommendation. The mech would then be more likely to trip, especially on smooth and hard surfaces. However, if the player is skilled, he can just edge in a little bit more speed without crossing too far past the safe zone. Pilot game skills might play a role here too.
#8
Posted 07 January 2012 - 03:41 PM
#9
Posted 07 January 2012 - 04:21 PM
To facilitate this I would suggest different control mode options for the pilots.
Basic mode (Training wheels) - This will either auto throttle down for turns or conservitavily limit the radius of a turn dependant on speed.
Advanced mode (nascar) - You can take the corners as sharply as you dare and risk falling. A skilled pilot can conrer tighter and faster without falling than the Basic Mode permits.
Either way the screen should give the pilot feedback that they are becoming unstable. (Either a stick shaker effect like aircraft, a "dynamic stability guage / gyro strain guage" that shows the demand on the gyro to retain stability (green good, yellow caution, red-good luck) This could have a pulse effect with each step.
Maven
#10
Posted 07 January 2012 - 09:43 PM
STINK MONKEY, on 07 January 2012 - 09:23 AM, said:
I want a cannon, like an AC-20, that shoots marbles.
Lets see you reverse and turn at full speed (the fastest way to turn) when there are a bunch of marbles under your foot.
#11
Posted 08 January 2012 - 03:10 AM
#12
Posted 08 January 2012 - 09:59 PM
The effect of pushing your mech to the limits on SB was so exciting because those mechs were so slow that every step counted.
Being able to push the limits and make it through the corner meant that you could flank your opponent for some free shots to the side or rear.
It was even better if you managed to pull the turn and add a side-step to it. Just for the extra flair!
Edit: can you tell I didn't play long range? lol
Edited by GreenHell, 08 January 2012 - 10:00 PM.
#13
Posted 09 January 2012 - 10:16 AM
Artic map… slipping and sliding
Desert map… getting bogged down in a sand dune
City map… skidding on the asphalt
Jungle map… getting stuck in quick-sand.
#14
Posted 09 January 2012 - 10:18 AM
#15
Posted 09 January 2012 - 10:27 AM
Leana, on 07 January 2012 - 09:43 PM, said:
I want a cannon, like an AC-20, that shoots marbles.
Lets see you reverse and turn at full speed (the fastest way to turn) when there are a bunch of marbles under your foot.
Caltrops! Imagine that Atlas hopping around on one leg because he walked into those!
#16
Posted 09 January 2012 - 12:21 PM
#17
Posted 09 January 2012 - 01:47 PM
Cong Min Voronkov, on 09 January 2012 - 10:16 AM, said:
Artic map… slipping and sliding
Desert map… getting bogged down in a sand dune
City map… skidding on the asphalt
Jungle map… getting stuck in quick-sand.
I think this is how it should be.
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