I've watched all the videos and I've seen mechs running along slopes and bumping, hitting into rocks, with no ill effects.
A balance system would be great at making piloting the mechs require more skill. Running perpendicular to a 45 degree slope should cause some problems, as well as smacking your mechs leg into a large boulder while running at full speed (seeing a 60 ton mech sliding along the ground after falling during a sprint would be great). Jump jetting and landing on a very uneven surface, with one leg hanging off a cliff for example, causing the mech to tumble.
Severe falls and tumbles should cause some damage too. Mechs on percarious surfaces being knocked over by heavy weapons would add to the tactical gameplay as well.
Capsizing mechs would be a great part of the gameplay.


Tripping, Falling mechs
Started by Kalthios, Aug 04 2012 07:17 AM
6 replies to this topic
#1
Posted 04 August 2012 - 07:17 AM
#2
Posted 04 August 2012 - 07:49 AM
Some of those factors you mentioned were used in other mechwarrior games im sure they will polish this one up and make it better of course
#3
Posted 04 August 2012 - 08:04 AM
Thanks for the reply. I'm a programmer so I have an understanding of the complexity of implementing my ideas, and thought a conversation about it would be fun.
In another suggestion thread collisions between mechs was mentioned (jumping on top of other mechs, ramming). I thought these were great ideas as well. Obviously ideas are cheap though and the tough part is in the implimentation.
I've never worked with cryengine, I wonder how hard it would be to import data from the physics engine into the skeletal animation system. Would this even be the best way to accomplish these mech toppling/collision problems? I don't know if mech movement is done through the physics system or not. Anyone know how the developers handle mech movement and positioning?
In another suggestion thread collisions between mechs was mentioned (jumping on top of other mechs, ramming). I thought these were great ideas as well. Obviously ideas are cheap though and the tough part is in the implimentation.
I've never worked with cryengine, I wonder how hard it would be to import data from the physics engine into the skeletal animation system. Would this even be the best way to accomplish these mech toppling/collision problems? I don't know if mech movement is done through the physics system or not. Anyone know how the developers handle mech movement and positioning?
#4
Posted 04 August 2012 - 08:13 AM
Might I suggest this for your reading pleasure.
Add a gyro compensation meter (now with better pic!)
Add a gyro compensation meter (now with better pic!)
#5
Posted 04 August 2012 - 09:05 AM
Hey thanks OriontheHunter for the link. A good read. Glad so see some more mechwarriors wanting piloting to be a skill.
Edited by Kalthios, 04 August 2012 - 09:06 AM.
#6
Posted 24 November 2012 - 06:01 PM
I would think that if you are going to implement things like Death From Above and Falling from sloped terrain, you'd need an 'underside camera' to show you what's happening beneath the mech. Maybe something that auto-activates whenever jump-jets are used and auto deactivates once you land, or something that can be activated and deactivated from the keyboard like a Head's Down Display.
#7
Posted 24 November 2012 - 06:09 PM
Lets see what happens when collision comes back, it should be far more optimized since they've been at it for a while now.
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