Author Topic: Speed in water  (Read 728 times)

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Offline -SM-SUCKER

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Speed in water
« on: January 07, 2011, 01:02:16 AM »
I noticed the top speed is reduced while the mech is touching water. I say touching, because the depth of immersion is in no way related to the deceleration.
The deceleration (and positive heat dissipation effect) should depend on how much of the mech is actually submerged.

Would be cool if this could be implemented.

Offline -AAA-

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Re: Speed in water
« Reply #1 on: January 07, 2011, 01:08:12 AM »
The heat dissipation bonus rate is already effected by how much of your 'mech is underwater, just not the speed penalty.  Would be nice, but it isn't necessarily game-breaking that a 'mech goes slower in a puddle.  It could be rationalized as a safety routine, since the mech doesn't know what kind of footing it's going to have in the water...

Offline (TLL)CapperDeluxe

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Re: Speed in water
« Reply #2 on: January 07, 2011, 01:58:09 AM »
wouldn't want your walking death machine to slip in the tub now would ya!
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Offline Nitro_R

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Re: Speed in water
« Reply #3 on: January 07, 2011, 02:49:46 AM »
If you're talking about Marshes, then a puddle is not just a puddle.
The bottom is mushy, it's a swamp...

If you're talkin' Clearcut or the cave map, then yeah, I would agree, but those lakes are deep.

Offline -AAA-

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Re: Speed in water
« Reply #4 on: January 07, 2011, 02:53:13 AM »
I think he's referring to low standing water like the rice paddies on Kagoshima - that 1 foot of water slows you down as much as being completely submerged would.  There's a few other examples floating around.

Offline IG142

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Re: Speed in water
« Reply #5 on: January 07, 2011, 04:30:57 AM »
Linking the speed penalty with water depth would be good, I think, if it's possible. Or perhaps just apply the penalty only to water of a certain depth, so 2-inch puddles don't slow you down.

wouldn't want your walking death machine to slip in the tub now would ya!

Actually, that brings up something else...could acceleration and turn rates be lowered as well? Puddles are hard to maneuver in, deep water also impedes velocity... it would certainly accentuate the trade-off of movement vs cooling.

There's a few other examples floating around.

D'oh!
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Offline xDeityx

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Re: Speed in water
« Reply #6 on: January 07, 2011, 05:07:53 AM »
I think he's referring to low standing water like the rice paddies on Kagoshima - that 1 foot of water slows you down as much as being completely submerged would.  There's a few other examples floating around.

Actually I don't think the rice paddies themselves slow you down.  I noticed that in particular the other day as a positive thing while I was chasing down a fleeing Osiris.  The point is still valid however.
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Offline =KoS=toasterpastries

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Re: Speed in water
« Reply #7 on: January 07, 2011, 07:31:19 AM »
It's muddy, ya know? Ever gotten your foot stuck in deep mud? :P


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Offline -SM-SUCKER

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Re: Speed in water
« Reply #8 on: January 08, 2011, 01:10:39 AM »
The mud explanation is fine. I will try and look again closer at the heat dissipation, though. I was certain it was only increased if completely submerged in water. Will do some field testing in the future :)

Offline HAARP

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Re: Speed in water
« Reply #9 on: January 08, 2011, 04:23:52 AM »
It also happens when walking on rock with a small puddle on top of it. Slowdown really oughta depend on depth.

Offline =KoS= Tripod

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Re: Speed in water
« Reply #10 on: January 08, 2011, 05:19:36 AM »
It's muddy, ya know? Ever gotten your foot stuck in deep mud? :P
I got stuck in quicksand once.

Not hard to get out if you're barefoot, although I lost my shoes :'(
My mom stole some random guys broom to pull my bro and his friend out. I think out of the four of us that were stuck, only one person came out with shoes, and they only had one :o

Maybe having speed in muddy water being tied to mech foot size/complexity could be a feature (JK, it would basically be a greifing tool against all clan mechs, with only mechs that had small Atlas like legs winning out. aka none)
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Online Deathbane

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Re: Speed in water
« Reply #11 on: January 08, 2011, 06:13:42 AM »
This is a p cool idea.


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Offline -SM-SUCKER

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Re: Speed in water
« Reply #12 on: January 23, 2011, 04:14:58 PM »
I tested some heat management in water. It gets better the more you are inside water.
But the speed issue still bugs me...

Offline Frostiken

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Re: Speed in water
« Reply #13 on: January 23, 2011, 09:26:14 PM »
I tested some heat management in water. It gets better the more you are inside water.
But the speed issue still bugs me...

Unfortunately I don't think the water cooling is enough :/ You have to be submerged into the bottom of the ocean to feel real efficiency.

Offline Spanish Inquisition

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Re: Speed in water
« Reply #14 on: January 23, 2011, 09:48:31 PM »
I tested some heat management in water. It gets better the more you are inside water.
But the speed issue still bugs me...

Unfortunately I don't think the water cooling is enough :/ You have to be submerged into the bottom of the ocean to feel real efficiency.

And yet, how is this surprising? At most, you'd be cooling off 4 HS/2 DHS if your legs were submerged. I don't think it'd be good for the game if simply having your legs in water was a free ticket for a win. The water should be a tactical asset, not easy mode.
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