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[Suggestion]Rework Collision Physics


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#1 blinkin

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Posted 26 January 2013 - 01:41 AM

i remember how collisions used to work, and i also remember how much that made me want to throw my computer out the window.

for those who did not experience the old collision physics: be glad you were spared that awful nightmare.

i have been hearing that collisions are going to be brought back. i like the idea, but something needs to be done differently.

now for my actual suggestion:

any numbers should be adjusted based on play testing.

i think there should be 2 kinds.
  • standard collisions: for the most part the same as old collisions. knock down, ragdoll physics, the whole mess. the difference is these would only happen at high speed (combined speeds of over 140kph, meaning the speed of the mechs relative to each other is over 140kph example: one mech going 100kph and another going 50kph), and also these would only take effect with direct head on collisions. these collisions would still be subject to the same tonnage rules that were used before (no commandos tackling atlas).
  • glancing hits: these would turn torsos, interfering with aiming, and possibly rotate legs (at high speeds), forcing mechs to make sudden uncontrolled turns. these would happen with any other sort of collision, making them by far the most common collision type.


#2 blinkin

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Posted 26 January 2013 - 12:53 PM

nothing? no one else fears the return of the old style collisions?

there have to be at least a few other founders that remember what being a light pilot was like.

#3 Team Leader

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Posted 26 January 2013 - 01:51 PM

I think they should have more than one type of knockdown, yeah

#4 Major Derps

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Posted 29 January 2013 - 02:53 PM

View Postblinkin, on 26 January 2013 - 12:53 PM, said:

nothing? no one else fears the return of the old style collisions?

there have to be at least a few other founders that remember what being a light pilot was like.

Try being an atlas pilot with that system. Dragons were in plague proportions, and would specifically target atlases, knocking them down repeatedly. Worst part was, there was nothing you could do about it, especially considering they always ran in groups of 2 or 3.

#5 blinkin

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Posted 29 January 2013 - 11:14 PM

View PostSmokey Mcpot, on 29 January 2013 - 02:53 PM, said:

Try being an atlas pilot with that system. Dragons were in plague proportions, and would specifically target atlases, knocking them down repeatedly. Worst part was, there was nothing you could do about it, especially considering they always ran in groups of 2 or 3.

i was in my catapult once while an enemy dragon just ran in circles firing once each time he ran me over and knocked me down again. 30 seconds of just watching my mech slowly die with absolutely no option to respond.

#6 Syllogy

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Posted 30 January 2013 - 06:09 AM

View Postblinkin, on 26 January 2013 - 12:53 PM, said:

nothing? no one else fears the return of the old style collisions?

there have to be at least a few other founders that remember what being a light pilot was like.


Many people don't post because they've already read the Command Chair post that they will be re-introducing Collisions after the system has been re-worked to be an actual collision system and the Netcode is fixed.

#7 blinkin

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Posted 02 February 2013 - 02:21 PM

View PostSyllogy, on 30 January 2013 - 06:09 AM, said:


Many people don't post because they've already read the Command Chair post that they will be re-introducing Collisions after the system has been re-worked to be an actual collision system and the Netcode is fixed.

i looked around but could not find anything with any details.

links would be appreciated and might shut me up.

#8 blinkin

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Posted 05 February 2013 - 12:13 PM

bump

#9 blinkin

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Posted 10 February 2013 - 10:25 PM

bump

#10 Kmieciu

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Posted 11 February 2013 - 04:20 AM

I realise the knockdowns involving physics are difficult to implement in a multiplayer game, so I would be happy with a simple collision system:

Faze 1: no knockdowns, but the mechs are solid objects like buildings and don`t clip though each other.
Faze 2: collisions cause realistic damage: a Commando running at full speed into an Atlas leg would cause major damage, both to itself and the leg, landing on top of a mech can cause a DFA.
Faze 3: full knockdowns, involving weapon hits and terrain (so no more running into walls @ 150 khp)

Edited by Kmieciu, 11 February 2013 - 04:21 AM.


#11 blinkin

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Posted 12 February 2013 - 11:08 AM

View PostKmieciu, on 11 February 2013 - 04:20 AM, said:

Faze 3: full knockdowns, involving weapon hits and terrain (so no more running into walls @ 150 khp)

i definitely like this. also it would be funny to watch a commando run into a building and fall down like a toddler.

#12 DeadlyNerd

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Posted 12 February 2013 - 11:10 AM

um...the collisions are currently out cause they wont be coming back the way they were, remember?

#13 blinkin

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Posted 16 May 2013 - 07:19 PM

View PostDeadlyNerd, on 12 February 2013 - 11:10 AM, said:

um...the collisions are currently out cause they wont be coming back the way they were, remember?

yup and i would like to throw in my 2 cents and a hunch for what the new system should look like.





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