

ejecting
#21
Posted 20 May 2012 - 05:01 PM
#22
Posted 20 May 2012 - 06:31 PM
FrostPaw, on 20 May 2012 - 02:49 PM, said:
It helps with visual continuity to see it happen rather than a mech just vanish from view because the player disconnected (beyond the relog timer) or left the game.
Now if player initiated ejecting is not possible or provides no in game benefit, then I'd like to at least see your idea implemented, FrostPaw.
#23
Posted 20 May 2012 - 06:56 PM
Banshee Bullet, on 20 May 2012 - 05:01 PM, said:
I like the idea of being able to self-destruct and "hoping" to take out a few enemy mechs with you ala "Stackpole" effect ie Dan Allard in the Warrior Trilogy".
However to prevent it from being abused.
1. there is countdown time of 30 seconds
2. the cockpit (or possibly some other obscure place) begins flashing "red" and is visible outside so that attacking mechs have some warning.
#24
Posted 20 May 2012 - 07:12 PM
#25
Posted 20 May 2012 - 07:28 PM

Edited by CloudCobra, 20 May 2012 - 07:30 PM.
#26
Posted 20 May 2012 - 07:33 PM
#27
Posted 20 May 2012 - 07:37 PM
#28
Posted 20 May 2012 - 07:51 PM
Hayden, on 19 May 2012 - 09:55 PM, said:
EDIT: This way it gives a motivation to use the mechanic, while not punishing the player unduly.
I REALLY like this idea. Perfect incentive to eject without forcing you to.
#29
Posted 20 May 2012 - 09:04 PM
Nick Makiaveli, on 19 May 2012 - 09:06 PM, said:
Since the pilot cannot die, the only reason to eject would be to reduce damage to your mech. But this assumes that either your mech ceases to be a valid target, or that people are smart enough to stop shooting you. Neither is likely in my opinion. Also the 2nd option wouldn't stop griefers.
Really? The game is all about PvP but yet you have to drag that in? I am tempted to save that post just to use it elsewhere to prove the point.
Except that ejecting would likely cause more damage to your mech. The entire head just got blown into severl parts as you left.. Just sayin
#30
Posted 21 May 2012 - 05:31 AM
Yeach, on 20 May 2012 - 06:56 PM, said:
I like the idea of being able to self-destruct and "hoping" to take out a few enemy mechs with you ala "Stackpole" effect ie Dan Allard in the Warrior Trilogy".
However to prevent it from being abused.
1. there is countdown time of 30 seconds
2. the cockpit (or possibly some other obscure place) begins flashing "red" and is visible outside so that attacking mechs have some warning.
Hmmm... I like the idea of a countdown time but 30 seconds is a long time in mechwarrior, maybe 5-10
I really like the idea of a visible indicator of a self destruct, that didn't even occur to me. And like a red glow from inside the cockpit sounds reasonable to me.
#31
Posted 21 May 2012 - 05:45 AM
Having ejecting as a feature would be pretty nice. I imagine it as potentially saving the player some c-bill cost (while depriving enemies of none). However, I expect that this feature will not be in anytime soon, as it would require modeling and animating the human pilots, which is definitely not a priority for the devs.
#32
Posted 21 May 2012 - 07:14 AM
In the round the pilot decide to Fusion his Mech he can do nothing else. He is consider immobile. All other Mechs can Do what ever they want. They even get bonuss for targeting an immobile Mech. All Mechs in the area will see the engine spike on their computers and act accordingly. When XL engines are installed all you have to do is target a side torso. Once the torso is gone the engine is shut down and the Mech is salvageable.
The Mech will not Fusion until the end of the round after he activated the fusion process. Anything in the 30 meters surrounding the Mech is destroyed. Anything 31 to 120 meter takes damage. The damage taken is determined by the engine rating and the damage taken is decreased by how far away you. So Mechs that are close take more damage than a Mech further away. Any Mech more than 120 meters away take no damage.
As a side not. In TT rules anytime a Mech take 4 engine hits, in a single round, it has a chance to Fusion, 10 or higher on 2d6 (27.27%). 3 Hits shuts down a Mech. Standard Fusion Engines have 6 slot in the center torso. SO anytime a Mech with a standard engine loses his Center Torso he has to make a roll. XL Engine has 9 Slot, 3 in each torso. I have seen a Mech with XL engine take 8 engines. The Pilot had to roll twice that round.
In my 20 years of playing TT I have played several 36 v 36 battles. Down and dirty with Mechs on top of each other pounding each other. Then it happens. One Mech goes fusion. It destroys anther severely damages Mech that also goes Fusion. The next thing you knwo 3 to 5 have gone fusion in a small area.
Original TT rules stated ejection was 3 hexes, 90 meter. The new Time Of War says it is only 30 Meters. Ejecting out of your Mech is only for real emergencies. It is safer for you to stay in your cockpit than to get out of your Mech in a an area were Mechs are fighting.
#33
Posted 21 May 2012 - 03:28 PM
Grokmoo, on 21 May 2012 - 05:45 AM, said:
You already take damage from a mech when it blows up next to you, same thing.
mw4 has a self destruct option (ctrl+z), it's not very useful but if you're out of ammo and/or your weapons have been destroyed then you might as well. It's the only way you can attack at that point. If I remember right in mw4v there was a high explosive you could load onto missile hard points that would increase the force of the explosion when you self-destruct. I'm pretty sure you had to self destruct to use them though, just getting killed wouldn't do it.
Basically don't finish em if they're right on top of you. Get a little distance between you before you take that final shot or you'll get caught in the blast. We call that splash damage.
when I say a little distance I mean like 50 meters or so, depending on the mech. Outside that range you don't receive noticeable damage. You basically have to ram into somebody right before it goes off to be effective. And it doesn't necessarily take you down, just does x amount of damage on the side that took the blast. It'll f*** you up tho
#34
Posted 21 May 2012 - 04:11 PM
Alfred VonGunn, on 20 May 2012 - 09:04 PM, said:
Except that ejecting would likely cause more damage to your mech. The entire head just got blown into severl parts as you left.. Just sayin
If it were jury-rigged, then yea. But ejection seats were part of the design of the mech. So yea, you would have to replace the explosive bolts etc etc, but it's not like you just slapped some explosives under your seat and hoped for the best.
#35
Posted 21 May 2012 - 04:24 PM
These are designed to move in order to compensate for shocks and they have a full seat belt harness to hold the MechWarrior In place. Built into the seat is an emergency rocket ejection system, a parachute or rockets for landing, a homing beacon under the seat cushion, and the aforementioned storage locker. There is also a pistol holster (most clan 'Mechs don't have this feature). The seat cushions double as personal flotation devices.
#36
Posted 21 May 2012 - 04:47 PM
#37
Posted 21 May 2012 - 05:05 PM
#38
Posted 21 May 2012 - 05:15 PM
#39
Posted 21 May 2012 - 05:58 PM
Skylarr, on 21 May 2012 - 07:14 AM, said:
In the round the pilot decide to Fusion his Mech he can do nothing else. He is consider immobile. All other Mechs can Do what ever they want. They even get bonuss for targeting an immobile Mech. All Mechs in the area will see the engine spike on their computers and act accordingly. When XL engines are installed all you have to do is target a side torso. Once the torso is gone the engine is shut down and the Mech is salvageable.
The Mech will not Fusion until the end of the round after he activated the fusion process. Anything in the 30 meters surrounding the Mech is destroyed. Anything 31 to 120 meter takes damage. The damage taken is determined by the engine rating and the damage taken is decreased by how far away you. So Mechs that are close take more damage than a Mech further away. Any Mech more than 120 meters away take no damage.
As a side not. In TT rules anytime a Mech take 4 engine hits, in a single round, it has a chance to Fusion, 10 or higher on 2d6 (27.27%). 3 Hits shuts down a Mech. Standard Fusion Engines have 6 slot in the center torso. SO anytime a Mech with a standard engine loses his Center Torso he has to make a roll. XL Engine has 9 Slot, 3 in each torso. I have seen a Mech with XL engine take 8 engines. The Pilot had to roll twice that round.
In my 20 years of playing TT I have played several 36 v 36 battles. Down and dirty with Mechs on top of each other pounding each other. Then it happens. One Mech goes fusion. It destroys anther severely damages Mech that also goes Fusion. The next thing you knwo 3 to 5 have gone fusion in a small area.
Original TT rules stated ejection was 3 hexes, 90 meter. The new Time Of War says it is only 30 Meters. Ejecting out of your Mech is only for real emergencies. It is safer for you to stay in your cockpit than to get out of your Mech in a an area were Mechs are fighting.
man that makes wish i had been old enough to play the table top when it was popular.

#40
Posted 21 May 2012 - 06:03 PM
Friendlyfyre, on 19 May 2012 - 08:57 PM, said:
share your thoughts
i like this exept for the "boot you to the log in screen" outcome
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