Author Topic: A qustion on unit speed?  (Read 846 times)

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Offline Nebfer

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A qustion on unit speed?
« on: February 16, 2008, 11:40:59 PM »
Looking through the unit lists I notice that the speeds for various units are off from there cannon ability's?
Example the Puma/Adder is listed as being 55/78kph where as it is relay 64/97kph.

Fighters I understand (Most Fighters are at lest 5/8 in CBT terms in KPH its 1,620kph Mach 1.33 and fighters like the Sulla can reach 3,060kph -mach 2.5)

So I'm wondering why the change in speed? I would assume it has to do with game balance?

I assume that the other departures from there cannon specs are also to do with gameplay.

Offline Hellfire

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Re: A qustion on unit speed?
« Reply #1 on: February 17, 2008, 02:21:50 AM »
The devs said they where lowering mech speed for play balance with infantry.
It sucks, but thems the breaks.

Offline ToeBall

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Re: A qustion on unit speed?
« Reply #2 on: February 17, 2008, 06:45:09 AM »
It's mainly a matter of game playability. In an effort to make the game more fun we're playing with values. The fast vehicles will still be fast and the slow ones will be slow, but at 2.5x the speed of sound you'd be across the entire map much faster than you can turn. Just covering too much ground to be playable.

Offline Nebfer

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Re: A qustion on unit speed?
« Reply #3 on: February 17, 2008, 05:26:09 PM »
Ok Thanks.

I can asume that the diffrent weapons configurations is for the same reson? (like the Svantovit having 2x SRM 6 and 2x SRM 4s when it has 2x LRM 5, 2x SSRM 2 (in a turret), 2x MGs and a five ton infantry bay.)
« Last Edit: February 17, 2008, 05:37:17 PM by Nebfer »

Offline MWLLKeeper

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Re: A qustion on unit speed?
« Reply #4 on: February 18, 2008, 02:33:13 AM »
As far as the configurations, nothing is finalized yet of course. Plus, we WANT to make the vehicles customizable as well.

Also, as far as the speeds of mechs, I'm not sure why those are listed differently (it's always possible that different sources are giving different info)

Offline Inous

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Re: A qustion on unit speed?
« Reply #5 on: February 18, 2008, 04:49:30 AM »
Most likely what will happen is like they said above the fast mechs will be fast the slow mechs will be slow, but when you move it will just gauge your speed on your display for example
in game you may be going 55/78 KPH but the HUD will display your speed being 64/97KPH so that the player thinks hes going the speed of a normal puma but for game play and actual distance coverage the mechs will have to be slower then there counterpart Mechs

Offline ToeBall

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Re: A qustion on unit speed?
« Reply #6 on: February 18, 2008, 05:51:24 AM »
Keeper and I were discussing this earlier. Lots of the stats were put in to sound good but aren't actually realistic. For example, an 85 ton Aerotech? Do you know how much power, it would have to generate to compensate for the drag needed to make the lift a smallish aircraft would need to fly well weighing that much? No wonder they can fly in space, without the drag they're pure rockets! Another example is the tracked vehicles. It's interesting that a tank in the future weighs 20-30% more than an Abrams battle tank of today, but the designers only see fit to put in about 1/2 the power of that same Abrams. No, we're fudging the numbers not for the fun of it, but to give a good compromise between feeling "realistic" and "fun" and behaving the way the tabletop says they're supposed to, not the way they actually would. The CryENGINE 2 has a very sophisticated physics engine, and real physics is not what the tabletop game was about, after all. As for mech loadouts, my understanding is that every configuration we're implementing is one of the "officially accepted" ones from somewhere. Granted that our mechs will be less configurable than some of the other ones out there, but that's basically to make the game more playable. And we may change it up some as we proceed with this project, once we start play testing with more and more features. I'm as curious to see as you are.

Offline Nebfer

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Re: A qustion on unit speed?
« Reply #7 on: February 18, 2008, 11:07:16 PM »
You do know that CBT Aerospace fighters have like 4Gs+ of acceleration capability (the F-22 Raptor only has ~1.2Gs) and fighters like the Sulla have a whopping 7Gs of strait line acceleration. They should have no problem reaching Mach 1.3+.  though it is suprising that thy don't have better performance with all that power. In short they are powered by rocket engines


Heres some specs I came up with for CBT fighters (using available data) this one is for the Sparrowhawk.

Name: SPR-H5 Sparrowhawk
Date in service: 2520
Operator: Federated Suns
Mass: 30 tons
Power plant: 240 Warner Fusion with an output of 2,202 kN (495,000 lbf)
Acceleration: 5 to 7.5Gs
Cruising speed at low altitude: 3,420 kph (2,138 MPH) -Mach 2.8 (Low altitude is from sea level to 18,000 meters)
Max low altitude speed: 5,220 kph (3,263 MPH) -Mach 4.26
Max atmospheric speed: 15,750 kph (9,844 MPH) -Mach 12.8 (Mach number is for sea level)
Fuel load: 5 tons (of pure hydrogen  :))
Range at low altitude: 2,280 km (3,600km with droptanks) - 1,425 & 2,250 miles respectively
Endurance: 40 min (80 min, with drop tanks -note LA speed with drop tanks is 2,700kph.)
Armor mass: 7.5 tons
External ordnance: 6 tons
Weapons:
2x Martell Medium Laser
2x Exostar Small Laser

Notes: the Rocketdyne RS-68 (Delta IV rocket and soon the Ares V) has at Sea level 2.9MN of Thrust and 3.3MN in a vacuum.
and Fighters like the Xerxes has 3.7MN of Thrust. With the most powerfull engines (IIRC) on a CBT Fighter has a output of some 4.41MN

Also it should be noted that a M1 Abrams would be a 60 ton 4/6 (68kph =42mph =4/6) tank in CBT. But other wise CBT engines do seem to be a bit underpowered for there mass.


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Edit: I should say that for some units like aerospace fighters it makes perfict sence to slow them down a bit as at full speed thy could cross a 10km map in under 30 seconds.
« Last Edit: February 18, 2008, 11:34:06 PM by Nebfer »