Makes me wonder why PiGgIe never made the Urbie. They would have made a mint. Heck they put the crappy Locust in, and the Flea.
We have internal meme "awesome skeleton". Not because it awesome (synonym of cool), but because mechs like banshee looks a little bit strange: too big torso, too short legs, looks like mech stretched to proportions of awesome. It makes me think PGI just use same two or three skeletons to animate every single mech. This is why they never make mechs with non-standart proportions, and even existing mech sometimes too big. Urbie should be short and wide, but PGI doesn't have proper skeleton for this. So only urbie we can get is shitty cockpit item.
Sounds like the best 'Mech-AI any game has ever had.^^
The mechanisms to counteract a players ping get quite complex, and some of them have to be taken into account pretty early if you don't want to redo big sections of your game. It wouldn't hurt if you already had a rough idea of what things you are planning to build into your game, might help in the long run.
This is why I try to make hardest (not in terms on needed time, but knowledge) part first. If I can make AI there will be singleplayer, but if I can't we are doomed to repeat past (I recommend MW3 as best part of past).
The layers might be necessary if you want to account for internal damage. Will you just go with the Battletech 'Mech-sections we all know or will you think about a mechanic that's a littler more detailed?
It's standart TT parts plus additional specials like madcat ears in MW4. But ofcourse there will be additional layer of internal components more detailed than ever. I'm not planing additional hitboxes for each actuator or ammo storage, it may cause good players to kill each other with one or two shots ("worst case" in programers language). But for example: after destroying leg armor main power circuit can be damaged, and player should use cocpit tumbler to activate reserve one. Something like this implemented in ground combat part of WT, but nah... press "button and wait" is not fun scheme.
So it will be almost like in MWLL, with additional mechanisms to reduce functionality by damage and overcome this type of restrictions by player's actions.
This is how it designed now. For further detalisation I need to test it and see how other player behave in game (this is why videos so cewl).
Anyway, first implemenation of combat will be based on pure HP bar, so don't be bad-surprised. I call this system simple, 'cause I know how to implement it, but implementation take time anyway.