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Replacement mechanisms for "Damage Transfer" that make more sense.


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#21 zorak ramone

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Posted 24 May 2012 - 12:16 PM

View PostLycan, on 24 May 2012 - 11:08 AM, said:

Why, when both legs are destroyed, does that mean your mech is dead?


In the real world, when an armored vehicle is rendered immobile by damage and can't fight, despite the fact that the turret/guns work and the crew lives, it is called a "mobility kill."

#22 Lycan

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Posted 24 May 2012 - 03:56 PM

View Postzorak ramone, on 24 May 2012 - 12:16 PM, said:


In the real world, when an armored vehicle is rendered immobile by damage and can't fight, despite the fact that the turret/guns work and the crew lives, it is called a "mobility kill."


Okay but it still doesn't answer my question.

That "mobility killed" units weapons/crew/turret are still active so if a target wandered into range they could engage. (Might not be a good idea as you can't move so return fire would be a {REDACTED}).

Huh, I think I just not only answered my own question but talked myself around to the other way of thinking . . LOL

#23 Kreisel

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Posted 25 May 2012 - 04:43 AM

I suppose a mobility killed unit could still fight in a limited way, but... without 360 torso twist, it's much less usefull as a turret than a tank would be, and with the ability to capture bases for the win your already really out of the fight. I could see being stuck immobile as very frustrating for players, though I suppose it's hard to say if being dead and in the kill cam would be more or less frustrating than stuck in one spot hoping someone will be dumb enough to walk in front of you rather than just score an easy kill from behind.

Who knows they have only said what destroying 'a' leg will do... maybe you can still move at a hobbled, severely crippled pace with both gone. though in a way... it feels like... how could you still be moving them, one I understand the other leg is dragging it... but both?

Frankly I see not going down to both legs destroyed as a way to just end up with a bigger repair bill. Assuming cost to repair has something to do with the amount of points of damage you need to repair.... if your stuck helpless in the match, they could take the time to break everything, or even just getting the easy kill by coring your center is still a lot more repairs than just fixing the legs.

Edited by Kreisel, 25 May 2012 - 04:45 AM.


#24 Pht

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Posted 29 May 2012 - 10:10 AM

View PostProsperity Park, on 23 May 2012 - 05:18 PM, said:

Damage transfer works in Table Top because you first determine if a shot hits, then you determine where it hits.


Yep. :)

Quote

In MechWarrior video games, the location of where your shots are placed will determine if a hit takes place.


This is not a necessary nor really a desireable component of a MW video game; it all but requires that there be zero simulation of the how the 'mech performs in combat (how well it handles it's weapons) in order to resolve fire in that manner; which makes for a game that *isn't* about piloting a mech. That sort of game reduces the 'mech to a pretty visual avatar of the person playing the game, instead of simulating what it's like to pilot a battlemech in combat... this is what happens when the player on the computer gets direct control of placing where the shots go instead of having the player directly control the armored combat unit with the ACU having the ultimate direct control over where the shots "go."



We seem to so easily forget that the 'Mech is what actually (physically and by computations based on sensory inputs) determines how closely the shots are clustered under the reticule that the mechwarrior is using to indicate to his 'mech what he wants it to shoot at.

How closely the 'mech is able to get it's weapons to hit under the reticule is something that can only be controlled indirectly by the mechwarrior - in fact, controlling these indirect factors are what makes up the lion's share of "gunnery skill" in 'mech piloting.

Edited by Pht, 29 May 2012 - 10:20 AM.






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