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Making Mechs fall a little slower and planet based fall rates


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#1 xSNAKEx

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Posted 11 March 2012 - 02:03 AM

If devs actually do read this, I want to thank them for pushing through with this tittle through the times its not easy, and continuing to do so. It may be just a game but it is such a fascinating past time for many people. It is one rare and special type of game that can keep such appeal with the older 30+ crowd ( not that I am there yet, closing in though <_<).

What I noticed watching the game play/interview video is IMO the mechs "fall" in every sense of the word, a bit too fast, unless this is taking place on one huge planet and that was intended :rolleyes:

Gravity and momentum do not scale, at all. So a mech tripping and falling would not fall at the same rate as a person or human sized robot would tripping and falling in the same manner.

A person falls at 9.8m per second per second and so does Mech on a planet as dense as earth (sorry for the for metric I'm from Australia), but the mech is a lot bigger and most of it is further from the ground so it would take however many times higher of the ground it is compared than a person, to fall.

So if a mech is 20 times taller than a person it would take 20 times as long to hit the ground than a person sized object would if it toppled in the same way

Smaller planets would mean less gravity =slower falling, heavier planets would mean faster falling, slower running, etc.

I think this is really important to convey the big scale the battles are taking place.

It may or may not be implemented but I just wanted to put it out there and it may be as simple as tweaking a few gravity values for the fall rate, and tweaking the death animation speed to like 0.5 etc.

You can get a really good sense of how fast mech sized objects fall from videos like this
.

This building is about the size of a mech and has correct gravity values for earth



The time it takes for that single piece to fall from the top corner of the building to the ground is about how long a mech should take if it topples.

#2 Evgeny Bear

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Posted 11 March 2012 - 03:07 AM

hmm all that comes in my mind is:
The game isn't finished yet and all we have seen is Alpha footage. Isn't it a bit early to make posts about Physics and so on?

#3 Spooky

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Posted 11 March 2012 - 03:54 AM

Oh yes, planet based fall rates <_<. I'd generally welcome it, if you are able to feel and see the planets' varying gravities.

#4 Shai tan

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Posted 11 March 2012 - 06:46 PM

However this is done, it has to FEEL and look and sound believable to me. Dramatic.

#5 pesco

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Posted 12 March 2012 - 06:14 AM

I won't comment on the falling animations in the trailer, because I was really too busy watching the lasers and missiles.

But I wholeheartedly second the motion for dramatically crashing Mechs. ;)

#6 Vertous

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Posted 12 March 2012 - 07:33 AM

also for crashing sounds and trembles depending on how big your mech and how big the other mech is. so you can pinpoint your enemy by where they trip ;)

#7 Dihm

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Posted 12 March 2012 - 07:35 AM

Part of the problem with having prolonged fall times is it would be, essentially, a death sentance every single time. Not that falling over practically isn't already, but there are balance issues to take into account.

The longer a player is without any sort of control, the more helpless they are, the more frustrated they tend to get.

#8 Spooky

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Posted 12 March 2012 - 07:38 AM

View PostDihm, on 12 March 2012 - 07:35 AM, said:

Part of the problem with having prolonged fall times is it would be, essentially, a death sentance every single time. Not that falling over practically isn't already, but there are balance issues to take into account.

The longer a player is without any sort of control, the more helpless they are, the more frustrated they tend to get.

Ah, you are assuming that apart from getting killed, you might fall over (knocked down) by other ways as well. Like in MW3. We don't know yet, if MWO will feature something like that as well.





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