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Give Jump-Jets Variable Thrust Based On Remaining Fuel


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#1 Hubis

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Posted 22 January 2013 - 07:28 AM

So one of the main problems with Jump Jets right now is that there's not really any "jump" -- they're more like "hover-jets". Aside from feel and verisimilitude (as much as you can use that word in a game about 30m tall death robots) this is a problem because it really doesn't give jump jets the usefulness in terms of mobility as they should have. In practice, jump jets should give you a big initial "boost" to get you into the air, and then let you seer a little bit to come in for a soft, guided landing.

I think this can be fixed with few very simple changes to how jump-jets change a mech's movement:
  • Give Jump-Jets more Forward Thrust. Right now Jump-Jets all actually have a "Forward" thrust in addition to the vertical amount; however, it's a tiny, tiny fraction of the vertical bump, so much as to be fairly useless. PGI may be planning on boosting these and is just waiting on testing/code in the back-end, I'm not sure; at any rate, however, this would give jumping mechs much more control over where they move in flight (which, if we're going to consider tabletop mechanics, they really should have).
  • Change jump jet thrust from a constant value to something like "BaseThrust * (1.0 + RemainingFuel^2)". What this would mean is that, when fully "charged", hitting your jump jets would give you a dramatic initial burst (2x the base thrust), sending you rocketing up into the air. The longer it burned, however, the less thrust you'd get causing your upward movement to settle into a slow ascent, then a hover, and finally a soft landing. It would also discourage constant jumping, in favor of letting your jets fully recharge before making another maneuver, adding an interesting "timing" aspect to playing a jump-jet mech like the Jenner or Spider. Obviously the base thrust values would need to be tuned after this change, and I would only apply this to vertical thrust -- horizontal thrust would remain constant.
I think that these changes would make having jump-jets an incredibly valuable option on all mechs which can fit them, and really increase the viability of jump-jet mechs and add a lot of variability between mechs that are just "fast" (Commando, Raven, Cicada) and ones which are fast AND mobile (Spider, Jenner) which makes them feel distinct. With a system like this I would definitely consider bringing a slower engine on a Jenner if it meant I could fit a full compliment of jump-jets for effective ambushing.

#2 Ken Fury

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Posted 22 January 2013 - 07:41 AM

I'll refrain to thrust some 50 Shades of something into this thread and simply say that would probably a nice help to balance the currently underused JJ capable Gundams.

#3 KerenskyClone

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Posted 22 January 2013 - 07:43 AM

Agreed. Thrust vectoring would be cool and maybe JJs would become marginally more usefull....

#4 Agent CraZy DiP

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Posted 22 January 2013 - 09:20 AM

Right now I think forward thrust is dependent on how fast you were moving and starts to tapper off as you lose momentum as you thrust. This is because the jump-jets are only for vertical thrust to get the mech air-born. If the mech was stationary upon using jump-jets, you'll only go up. To get some extra distance out of your jumps you have to learn to "burst" your jets when you reach the Apex, or Height of your jump. Simply holding down the jump-jets is not how to fly. Currently there is no way to redirect your thrust mid air since the jump-jets only give you upward thrust. Even though the spider clearly has angled jets that should give it some mid-air directional thrust control, but doesn't currently.

On a side-note... With a Spider with all 12 Jump-jets, I can make it from the largest building to the enemy cap on the other side of the map using jump-jets. I have been shot out of the sky a few times... =(

#5 kiltymonroe

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Posted 25 January 2013 - 04:38 AM

This is a good idea. My only concern is that it would have to be implemented such that the last 1/4 or so of your JJ fuel doesn't provide thrust too weak to feather your fall and prevent leg damage.

#6 Chou Senwan

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Posted 25 January 2013 - 05:38 AM

View PostAgent CraZy DiP, on 22 January 2013 - 09:20 AM, said:


On a side-note... With a Spider with all 12 Jump-jets, I can make it from the largest building to the enemy cap on the other side of the map using jump-jets. I have been shot out of the sky a few times... =(


Do you mean in River City, or Frozen City? I managed to get on the pinnacle in River City, then kept All-Chatting to ask people to move far enough away so I could shoot them, since I had only Center Torso weapons that wouldn't angle down enough. :D





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