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Suggestion On Balancing Knockdowns


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#1 1nferno

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Posted 08 November 2012 - 01:22 PM

to balance knockdowns, there should be a percentage chance to K.D. based on tonnage.

for example: a 50 ton mech collides with a stationary 100 ton mech. There is a base 50% base chance to knockdown the lighter mech, and an extra 10% chance since it was moving.

if a mech is x amount of tons heavier than the colliding mech, then there is a 0% chance of the heavier mech being knocked down so forth.

if a 35 ton jenner flies through the air and hits an atlas in the face, there should be a considerable chance of knockdown on the atlas' part aswell.

any thoughts?

Edited by 1nferno, 08 November 2012 - 10:38 PM.


#2 the huanglong

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Posted 08 November 2012 - 03:41 PM

I think the best way to balance knockdowns and add some variety to the game is to make the speed you get up a function of weight and actuators. That way a commando or spider, that is super light and has fully actuated arms might get up as quickly as a person when it is tripped, but a jenner or cicada may not.

Also it would be good if there were collisions (especially for the big boys) that made mechs stop or stumble, but did not take the control from the player for more than 1 or 2 seconds.

#3 xenoglyph

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Posted 08 November 2012 - 05:12 PM

I think just obeying the basic laws of physics when doing these calculations will be good enough.





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