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Mech Wreckage Persistance


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Poll: if it can be done WITHOUT making the game a slideshow: (128 member(s) have cast votes)

Should mech wreckage remain on the battlefield or disappear? (non respawn situation)

  1. Yes it should remain on the field as a testament to your victory (123 votes [96.09%])

    Percentage of vote: 96.09%

  2. No it should disappear from the field so it is less confusing (5 votes [3.91%])

    Percentage of vote: 3.91%

If wreckage does stay on the battlefield - should it be solid and impede a mech's progress?

  1. Yes it should so that mechs aren't ghosting through fallen foes or shooting through them to hit you (123 votes [96.09%])

    Percentage of vote: 96.09%

  2. No they should be able to be walked through so that the game is less annoying (5 votes [3.91%])

    Percentage of vote: 3.91%

Finally, if wreckage is solid - should it be able to be further destroyed/shot at

  1. Yes, that allows us to prevent teams from making bottlenecks and game breaking situations (97 votes [75.78%])

    Percentage of vote: 75.78%

  2. No, its a waste of ammo and isnt worth it (31 votes [24.22%])

    Percentage of vote: 24.22%

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#41 MaddMaxx

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Posted 15 February 2012 - 01:57 PM

View PostOmigir, on 15 February 2012 - 01:53 PM, said:

Hmm, I missread, sorry ~__~ I was fresh off 12 hr shift at work when I dove into the thread! Apperently that does not workout all that well.

At that same point, It would depend on the battle type. If its respawn, choke pionts could become heavily blocked, at that point how much would it take to clear it? Critting a core of one of those hulks to make a chain reaction?


Just run and Jump over it. lol :)

#42 Listless Nomad

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Posted 15 February 2012 - 02:06 PM

View PostOmigir, on 15 February 2012 - 01:53 PM, said:

Hmm, I missread, sorry ~__~ I was fresh off 12 hr shift at work when I dove into the thread! Apperently that does not workout all that well.

At that same point, It would depend on the battle type. If its respawn, choke pionts could become heavily blocked, at that point how much would it take to clear it? Critting a core of one of those hulks to make a chain reaction?


Haha no worries - I just wanted to make sure people understood what i was asking about in the poll lol. Also, I agree that wreckage should not remain in game modes where there is respawn (that was in parenthesis next to question one :) ). Thus we are in agreement in all aspects lol Omigir! As a side note however, causing a fusion reaction explosion chain reaction in a crowded city street would be awesome haha.

#43 Omigir

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Posted 15 February 2012 - 02:24 PM

Like in diablo 2 when the necromancers used corps explosion on a boss after killing his minnions around his feet. substitute minnions for small mechs and boss for atlas.

#44 Fiachdubh

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Posted 15 February 2012 - 05:04 PM

That looks like a pretty emphatic "Yes!" from the community.

#45 Listless Nomad

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Posted 15 February 2012 - 06:09 PM

View PostFiachdubh, on 15 February 2012 - 05:04 PM, said:

That looks like a pretty emphatic "Yes!" from the community.


I would agree. Now have the devs seen this/care? That remains the larger question

#46 Listless Nomad

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Posted 16 February 2012 - 01:49 PM

Shameless bump

#47 VeiledMalice

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Posted 16 February 2012 - 01:53 PM

View PostListless Nomad, on 15 February 2012 - 06:09 PM, said:


I would agree. Now have the devs seen this/care? That remains the larger question


I'm sure they have and they do, but this ain't a popularity contest. They'll put in what needs to be put in regardless of the bells and whistles.

Edited by VeiledMalice, 16 February 2012 - 01:53 PM.


#48 Artifice

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Posted 16 February 2012 - 02:54 PM

I support persistent wrecks, and more importantly I also support non-destroyable wrecks (as in World of Tanks). If one team wants to throw away a lance to block off a street or provide some cover, so be it - it's a perfectly valid tactic, even employed in the novels(Jade Phoenix Trilogy - though that was to cross a river). There's always the option of simply walking or jetting over the wrecks anyway.

#49 El Loco

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Posted 16 February 2012 - 02:58 PM

I voted "yes" on all instances... The only one, that I wasn't sure about was the first "yes". Reason is simple: If it's going to be a long fight with several respawns, the strategically most important spots on the field are going to be crowded. What let me give a positive votum here was, that wrecks add to the atmosphere and give changing strategic and tactic scenarios which might cause the players to adapt to these changes and making the leaders even more important throughout battle.

The two follow ups are pretty much causalities for me... that's why I voted "yes" on them (if you have persistent wreckage, you might as well want it to be as realistic as possible).

But I think, the addidition of this feature would increase the demant for resources on your machine... something that has to be considered in an online game for balancing reasons.

#50 Dezereus

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Posted 17 February 2012 - 11:58 AM

I am of the opinion that the wreckage should stay and should be hypothetically able to take further damage and for sure needs to be solid. I can easily see it being useful for a lighter mech to try hide in the shadow a destroyed mech. Both in the sense of cover and using the metal to make it harder to locate them. Should bring an interesting feature to any battle that goes longer than normal, just allowing more interesting tactics =)

#51 DaZur

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Posted 17 February 2012 - 12:09 PM

While I can completely appreciate the continuity of destroyed Mech bits laying around as testament to ones Mech'destruction prowess...

This being an online game, this is asking a lot from the game engine let alone client side bandwidth to keep up with all the data necessary to keep track, and render these bits properly for all participants...

If the Devs can pull it off, that would be cool... That said, I'd rather experience smoother game-play than seeing bits'n pieces strewn about. ;)

#52 Caballo

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Posted 17 February 2012 - 12:09 PM

Voted no.

As someone stated before, I think that will lead to a system slowdown, and then to lag. i prefer not to learn lag shooting in this iteration because of a cosmetic effect if possible.





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