Jump to content

Should Gravity Affect Mech Movement


47 replies to this topic

Poll: Gravity Affecting Movement (121 member(s) have cast votes)

Should Gravity Affect Movement

  1. Yes (67 votes [55.37%] - View)

    Percentage of vote: 55.37%

  2. No (5 votes [4.13%] - View)

    Percentage of vote: 4.13%

  3. Only on extreme high/low gravity worlds (49 votes [40.50%] - View)

    Percentage of vote: 40.50%

Vote Guests cannot vote

#1 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 04:23 AM

So I was thinking since the maps now have a stated gravity that value should affect movement. Assumeing that those values are not just some fluff filler to round out the map descriptions, they should affect movement.

On higher than 1G worlds;
Mechs should have a lower top speed and acceleration.
Maximun jump height would be reduced.
The speed of falling and damage from the fall would increase.
Stopping distance would be shortened.

Conversely on lower G worlds;
The top speed and acceleration would be greater.
Jump height would increase.
Falling speed and damage reduced.
Stopping distance would be increased.

For example...

Caustic Valley has a gravity of 1.2G. So mechs would be 20% slower, jump 20% shorter, take 20% more damage from a fall, fall 20% faster, and stop 20% sooner.

Forest Colony has a gravity of 0.8G So mechs would be 20% faster, jump 20% higher, take 20% less damage from a fall, fall 20% slower, and would need 20% more distance to stop.

I'm not sure if this is feasible for the Devs to program but I think it would be an great addtion to the game.

I have posted this Idea in the suggetion forum (link below) but I wanted to see what you guys thought of it.

http://mwomercs.com/...__fromsearch__1

Edited to satisfy the Gammer Nazis out there

Edited by Mao of DC, 09 February 2013 - 05:25 AM.


#2 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 09 February 2013 - 04:31 AM

TT had some fluff that said Mechs could be adjusted to compensate for different gravity levels. AND it had rules for mechs that didn't have their servos adjusted... take your pick?

#3 Kyle Reece

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 91 posts

Posted 09 February 2013 - 04:37 AM

Fix the issue where light 'mechs take damage from walking over twigs and I'd vote yes...

#4 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 09 February 2013 - 04:37 AM

Would be cool, but I think you might want to reconsider the amount of change proportional to the gravity. (Yes, gravity is technically 20% stronger at 1.2, however the effect on the mech wouldn't be that drastic.

(What would happen at 2.0 gravity?)

#5 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 09 February 2013 - 04:40 AM

View PostKyle Reece, on 09 February 2013 - 04:37 AM, said:

Fix the issue where light 'mechs take damage from walking over twigs and I'd vote yes...

Even then I would only vote for in extremes.

#6 Rippthrough

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • 1,201 posts

Posted 09 February 2013 - 04:44 AM

Err, if anything you should be able to run faster and accelerate faster on a higher gravity planet, because you have more grip for a given mass and a higher step-to-step fall speed.

#7 Merrik Starchaser

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 239 posts

Posted 09 February 2013 - 04:48 AM

View PostJoseph Mallan, on 09 February 2013 - 04:40 AM, said:

Even then I would only vote for in extremes.


That makes no logical sense if gravity is .5 G you jump higher but if it is .8 is it the same as 1.0 where do we draw that line? If the game uses physics setting gravity should have proportional effects.

Edited by Merrik Starchaser, 09 February 2013 - 04:48 AM.


#8 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 04:49 AM

View PostLivewyr, on 09 February 2013 - 04:37 AM, said:

Would be cool, but I think you might want to reconsider the amount of change proportional to the gravity. (Yes, gravity is technically 20% stronger at 1.2, however the effect on the mech wouldn't be that drastic.

(What would happen at 2.0 gravity?)


I guess my numbers could use some tweeking. That said except for the most extreme reasons, mineral rich or rare minerals comes to mind, a 2G world wouldn't really be very habitable for humans. The planet would kill them off sooner as they die from trips and falls, heart failure and the like. Sure after many generations on a world like that humans would adapt to live there. They would be shorter and have MUCH larger muscles, think space Dwarves.

Edited by Mao of DC, 09 February 2013 - 04:51 AM.


#9 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 09 February 2013 - 04:52 AM

View PostMao of DC, on 09 February 2013 - 04:49 AM, said:


I guess my numbers could use some tweeking. That said except for the most extreme reasons, mineral rich or rare minerals comes to mind, a 2G world wouldn't really be very habitable for humans. The planet would kill them off sooner as they die from trips and falls, heart failure and the like. Sure after many generations on a world like that humans would adapt to live there. They would be shorter and have MUCH larger muscles.


Automated mining colonies controlled by orbiting stations.

Someone would have to fight over that. (and we can handle 2G fairly well.. it's 7-8G that's the problem.

#10 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 09 February 2013 - 04:52 AM

View PostMao of DC, on 09 February 2013 - 04:23 AM, said:

So I was thinking since the maps now have a stated gravity that value should effect movement. Assumeing that those values are not just some fluff filler to round out the map descriptions, they should effect movement.

On higher than 1G worlds;
Mechs should have a lower top speed and acceleration.
Maximun jump height would be reduced.
The speed of falling and damage from the fall would increase.
Stopping distance would be shortened.

Conversely on lower G worlds;
The top speed and acceleration would be greater.
Jump height would increase.
Falling speed and damage reduced.
Stopping distance would be increased.

For example...

Caustic Valley has a gravity of 1.2G. So mechs would be 20% slower, jump 20% shorter, take 20% more damage from a fall, fall 20% faster, and stop 20% sooner.

Forest Colony has a gravity of 0.8G So mechs would be 20% faster, jump 20% higher, take 20% less damage from a fall, fall 20% slower, and would need 20% more distance to stop.

I'm not sure if this is feasible for the Devs to program but I think it would be an great addtion to the game.

I have posted this Idea in the suggetion forum (link below) but I wanted to see what you guys thought of it.

http://mwomercs.com/...__fromsearch__1

Well, acceleration and such don't scale up and down quite so simply, and top speed itself will be little affected (except for in extreme gravity differentials) as that is more a matter of stride and how fast the actuators can move. The most noticable would be jump and fall mechanics, as well as ballistic flight paths.

#11 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 05:01 AM

View PostRippthrough, on 09 February 2013 - 04:44 AM, said:

Err, if anything you should be able to run faster and accelerate faster on a higher gravity planet, because you have more grip for a given mass and a higher step-to-step fall speed.


No not at all look at the footage of the moon landings the men looked like they were in slow-mo but actually moved faster than they were use too. Some of the earlier Apollo Missions had potentaily fatal accidents as the men didn't have their moon legs yet, and noone to tell them who to move on the Moon. They would hop and land wrong, fall down ran the chance of ripping open the suit or cracking the helmet.

#12 Jay Kerensky

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 209 posts
  • LocationJumpship in the Periphery

Posted 09 February 2013 - 05:13 AM

Should gravity AFFECT mech movement....

WHAT???!!! What do you mean 'not the grammar forum'??

Damn it, I don't pay you people to get me involved in discussions where I'm talking about irrelevant crap...

Gravity?? Who the frak cares about gravity, it just sticks things to the ground yes? Well, good - get on with it then.

#13 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 05:19 AM

View PostLivewyr, on 09 February 2013 - 04:52 AM, said:


Automated mining colonies controlled by orbiting stations.

Someone would have to fight over that. (and we can handle 2G fairly well.. it's 7-8G that's the problem.


I was talking long term human occupation low/high gravity for a limited amout of time sure but, after years it could cause troubles. For example humans lose 1.5% bone density per month in space but regain it at a slower rate. 3-4 month in space requires 2-3 years to regain lost bone density.
http://en.wikipedia...._to_spaceflight

Also women can handle high Gs better than men can. It has something to do with the way their bodies are built, they have a lower center of gravity. Female pilots as generaly rule can handle high G turns better than men, it takes them a little bit longer to black out.

Edited by Mao of DC, 09 February 2013 - 05:32 AM.


#14 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 05:29 AM

View PostBishop Steiner, on 09 February 2013 - 04:52 AM, said:

Well, acceleration and such don't scale up and down quite so simply, and top speed itself will be little affected (except for in extreme gravity differentials) as that is more a matter of stride and how fast the actuators can move. The most noticable would be jump and fall mechanics, as well as ballistic flight paths.


I never thought my idea was perfect and I put it out there for your input. I thank you for yours.

#15 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 09 February 2013 - 05:29 AM

View PostMao of DC, on 09 February 2013 - 05:19 AM, said:


I was talking long term human occupation low/high gravity for a limited amout of time sure but, after years it could cause troubles. For example humans lose 1.5% bone density per month in space but regain it at a slower rate. 3-4 month in space requires 2-3 years to regain lost bone density.
http://en.wikipedia...._to_spaceflight

Also women can handle high Gs better than men can. It has something to do with the way their bodies are built, they have a lower center of gravity. Female pilots as generaly rule can handle high G turns better than men, it takes then a little bit longer to black out.


However they have entire jump stations and space ports where people live for.. well.. years. I suspect they've adapted a technology to overcome space issues. (IIRC, i read in a novel they have artificial gravity that didn't involve spinning the ship.)

I suspect for high gravity worlds, they have augmenting suits (We have very early versions of them now.) that would take pick up the extra stress and let the human slowly adapt to the environment.

#16 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 09 February 2013 - 05:37 AM

View PostMerrik Starchaser, on 09 February 2013 - 04:48 AM, said:


That makes no logical sense if gravity is .5 G you jump higher but if it is .8 is it the same as 1.0 where do we draw that line? If the game uses physics setting gravity should have proportional effects.

I'm not 20+ tons either. :P :)
.5 Gravity is extreme in my eyes. And I will say it again, there are TT rules for this. If the mech isn't prepared for gravity shifts the Mech takes damage easier from working above acceptable stress levels. We can have the perks you want but you will have to pay the price for it too. ;)

#17 Mao of DC

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 690 posts
  • LocationTerra, Sol System

Posted 09 February 2013 - 05:40 AM

View PostLivewyr, on 09 February 2013 - 05:29 AM, said:


However they have entire jump stations and space ports where people live for.. well.. years. I suspect they've adapted a technology to overcome space issues. (IIRC, i read in a novel they have artificial gravity that didn't involve spinning the ship.)

I suspect for high gravity worlds, they have augmenting suits (We have very early versions of them now.) that would take pick up the extra stress and let the human slowly adapt to the environment.


Good points in a sci-fi universe these drawback could/would have solutions. I guess my point is that low/high G worlds would be less desirable for colonization, unless there was something to make them so. Kitting out every colonist with a power suit would be a cost that would best be avoided unless the benfit of being on the world out weighted it.

#18 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 09 February 2013 - 05:46 AM

View PostMao of DC, on 09 February 2013 - 05:29 AM, said:


I never thought my idea was perfect and I put it out there for your input. I thank you for yours.

Certainly wasn't knocking your idea. It has merit.

View PostJoseph Mallan, on 09 February 2013 - 05:37 AM, said:

I'm not 20+ tons either. :rolleyes: ;)
.5 Gravity is extreme in my eyes. And I will say it again, there are TT rules for this. If the mech isn't prepared for gravity shifts the Mech takes damage easier from working above acceptable stress levels. We can have the perks you want but you will have to pay the price for it too. ^_^



Well, II would point out that the mechs have to be tuned for each environment in advance, and since apparently Jump Travel has been perfected to such a degree that we don't even know what kind of planet we are getting to til we get there, that might be hard. I mean, those same techs bloody well should know to swap out my energy weapons for ballistics if we are going to Caustic, but instead, apparently, our contracts all have a "surprise me" clause. ;)

#19 AlexEss

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 2,491 posts
  • Locationthe ol north

Posted 09 February 2013 - 05:49 AM

to me it feels like adding a layer of unnecessary complexity that would call for a complete remodelling of any map that is not 1.0 as it only takes very small changes to give people an opening to bug something out or get stuck on some previous passable terrain.

So neat idea but i have to say no.

#20 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 09 February 2013 - 05:53 AM

View PostBishop Steiner, on 09 February 2013 - 05:46 AM, said:

Certainly wasn't knocking your idea. It has merit.




Well, II would point out that the mechs have to be tuned for each environment in advance, and since apparently Jump Travel has been perfected to such a degree that we don't even know what kind of planet we are getting to til we get there, that might be hard. I mean, those same techs bloody well should know to swap out my energy weapons for ballistics if we are going to Caustic, but instead, apparently, our contracts all have a "surprise me" clause. ;)

Bishop, I pilot the Mech and shoot the Guns. The Techs take care of my Rig. It takes hours and sometimes days or weeks to get to the planet from the Jump Point. In the movies it's called suspenssion of disbelief ;) ^_^





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users