Author Topic: damaged systems  (Read 828 times)

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Offline Flyingdebris

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damaged systems
« on: March 17, 2010, 02:18:09 AM »
-right now, when rear armor goes kaputz, we have engine damage causing slow down
-With legs, we have limping immediately followed by collapse
-cockpits and center torsos go kablooey and you die
-turrets, arms, and side torsos lose the attached weapons when they get wasted
-and AMSes and missile launchers go pop

all well and good,
However I think there are more interesting things that can break to spice up the fight, ranging from inconveniences to fight enders.

first of all, i'd say change the rear armor damage result to something else.  Right now with causing  50% slow down it just overlaps with crippled legs.  Not to say this is inbalanced as is right now.  but it is kinda redundant.  (though it did lead to a hilarious situation one time where i saw a crazy warhammer pilot take his ride with 2 crippled legs with no back armor on a cross-country limp all across inferno to repair, took him like 15 minutes, but i digress)

instead, i think rear armor ruinage should result in a 50% drop in heat efficiency. Representing heat sink poppage.  Also, jump jet loss if any are present.

-Other stuff that i think would be fun to have go horribly wrong-
Note, its not all totally canon to old rules, but instead trying to shoehorn old concepts into present gameplay.

CT. at  low health, potential chance of gyro damage.  You get the wobblies screwing with aim, don't recommend jump jetting unless you like flips. Alternatively or in addition to, have the engine damage slow down formerly tied to the rear torso, with the following caveat, you are also bleeding heat all over. At this point you are getting ejection warnings

LT/RT ammo, if the mech has any ammo based weapons, its stuffed into 1 or both of these, depending on the chassis.  Potentially occurring at low health and definitely when destroyed, your ammo gets effectively erased, gone.  Consider it CASE working right or the rounds just a-tumbling out of huge holes.  However, just as possible is a full blown ammo fire cookoff.  maybe the CASE panels got stuck, or maybe you don't have CASE, but in effect, your CT and adjacent arm and leg start taking damage that progressively ramps up as the explosion chain reacts until you either die a fiery death, eject,  or douse it in large dose of coolant if you hopefully have some.

Head, at low health, potential chance of having your hud scrambled or maybe having smoke and sparks start to occur.

Arms, at low health, weapons mounted there are less accurate/run hotter (accurancy on account of busted recoil stabilizers and heat on account of ruined coolant feeds/busted shielding)

individual bits of gear.  radars/ecms/baps/c3s/individual weapons can get popped just like ams

misc stuff like MASC, coolant pods, or any extra systems get tossed into the side torsos and get destroyed with the side torso in question.

As for tanks.
-let each weapon take damage individually
-have heavily damaged turrets move real slow, and only after destruction take all the weapons with it.
-have the usual sensor systems and addon bits exposed and destroyable
-rear armor cripplage deals the heat efficiency loss
-mangled left or right sides cause slow down.
-front crippled leads to high possibility of ammo destruction or cookoffs.

aerospace.
don't really play them at all, so no idea how to treat them, other than i'd like to see more out of control death spirals

BA- at very low health, one of the following may randomly happen until health regens. jump jets go ofline, weapons go offline, radar goes offline, or you get pain induced tunnel vision making it hard to see.

of course all this would need appropriate audio and visual queues so that players aren't wondering wtf is going on


so yeah, TLDR, i want to really have the feel of combat entropy on functioning machines more so than there is now.  since its still very common to have units that are crippled like nobody's business still running around at nearly full combat capability right up until the last small laser makes it kersplode.  I believe that deaths could be made so much more interesting by opening up some variables.  Especially since more variables introduce more ways of skinning a cat than just going for legs and back.
« Last Edit: March 17, 2010, 02:25:14 AM by Flyingdebris »
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Offline =KoS=Zeus

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Re: damaged systems
« Reply #1 on: March 17, 2010, 03:31:23 AM »
I'm pretty sure that crippled Warhammer pilot was me. I was in a Warhammer B along with VicVegas on Inferno, he was in a Thanatos and we were using my crippled machine to bait people into a fight. After a few dead mechs I turned around and crawled at 9kph back to base. :D

Offline Profane Arbiter

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Re: damaged systems
« Reply #2 on: March 17, 2010, 03:37:52 AM »
I'm pretty sure that crippled Warhammer pilot was me. I was in a Warhammer B along with VicVegas on Inferno, he was in a Thanatos and we were using my crippled machine to bait people into a fight. After a few dead mechs I turned around and crawled at 9kph back to base. :D

15 minutes from across the map? My god man, abandon ship! Maybe bring it a bit behind lines...it should eventually disappear after awhile. Go fight as BA and respawn or something.
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Offline (TLL)Siilk

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Re: damaged systems
« Reply #3 on: March 17, 2010, 04:53:09 AM »
 Great ideas, Flyingdebris, I'm totally with you here. MWLL could really use subsystems damage. And rear torso ruinage bringing heat efficiency loss is a must. We have enough slowdown from leg damage, heatsinks could suffer some damage too.

 



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Offline Clownmite

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Re: damaged systems
« Reply #4 on: March 17, 2010, 05:29:23 AM »
As someone mentioned in past threads, having effects in the cockpit would really make it seem like you're actually piloting the 'mech and not just magically controlling it. The cockpit flashing red when there's a missile lock on you, you're overheating, or CT/head is in critical damage would be awesome. Smoke leaking in from various damaged components would be cool too, and HUD scrambling is also good for heavy damage (of course, once the devs get the necessary flash artists).

I like the gyro idea, I was thinking something similar myself: when a 'mech's gyro gets damaged, it could fall over from taking turns too sharply or piloting difficult terrain, or perhaps even from the impact of a heavy weapon.

Anyone who played MW2 will remember the classic computer voice constantly going off when you were under heavy damage: "critical hit - engine. critical hit - ER PPC. critical hit - weapon destroyed..." I'm sure those cues will make it in eventually, and I can't wait. Right now, if you're not paying attention, you could get hit with a heavy weapon and not notice you're near death. Audio and visual cues will go a long way towards knowing when to eject.

Offline Flyingdebris

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Re: damaged systems
« Reply #5 on: March 17, 2010, 06:16:59 AM »
glad to know there are other vehicle masochists here :D

as for the warhammer pilot, it was some guy going by the name of trogdor.  I was telling him to bail and let it go, but he was all like "NEVER!" and "NO U!"

after a short while i had forgotten about him, fought on the front lines for a good long while, ejected, continued the fight harassing as BA, eventually died.  on respawn I bought a mauler.  Slowly trudged back towards the front line at slow as molasses mauler speed.  Passed that warhammer halfway there. :P
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Offline ~SJ~ Blhurr

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Re: damaged systems
« Reply #6 on: March 17, 2010, 02:01:58 PM »
Lol I don't abandon crippled mechs often either.  Sometimes it just feels right to limp the thing back to base even if I can angle it towards base and go clean the bbq for awhile before getting close.  I kind of agree that back armor and crippled legs should have different debilitations. Great ideas.
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Offline Profane Arbiter

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Re: damaged systems
« Reply #7 on: March 17, 2010, 02:23:06 PM »
Lol I don't abandon crippled mechs often either.  Sometimes it just feels right to limp the thing back to base even if I can angle it towards base and go clean the bbq for awhile before getting close.  I kind of agree that back armor and crippled legs should have different debilitations. Great ideas.

Well there are different levels of crippled and different distances to base. I'll limp back sometimes too, but if I'm moving at 9kph and base is 2k away...fuk that.
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Offline ~SJ~ Xarg Talasko

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Re: damaged systems
« Reply #8 on: March 17, 2010, 02:28:33 PM »
In my experience, it's often better to run away for a bit so the enemy forget about you, and try to snap off a few more damaging shots before they remember the guy with no arms, on fire, moving at snails pace with a burning AMS on his shoulder is one shot from death.


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Offline Virt

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Re: damaged systems
« Reply #9 on: March 17, 2010, 03:57:22 PM »
Damage to subsystems sounds like a great idea.    We'd need some more indicators in the cockpit though.
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Offline SquareSphere }12thVR{

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Re: damaged systems
« Reply #10 on: March 17, 2010, 04:07:39 PM »
^ what Virt said.  Right now I don't even know when the AMS is destroy aside from the constant fire sound :p
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Re: damaged systems
« Reply #11 on: March 17, 2010, 04:48:06 PM »
^ what Virt said.  Right now I don't even know when the AMS is destroy aside from the constant fire sound :p

+1 here. Especially for a cockpit(not HUD) indication, as I secretly hope to see fully functional cockpits for mech eventually, with minimal HUD or no HUD at all and all the info provided on cockpit displays and indicators.



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Offline CHHs Cyan

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Re: damaged systems
« Reply #12 on: March 17, 2010, 05:27:30 PM »
Great ideas, Flyingdebris, I'm totally with you here. MWLL could really use subsystems damage. And rear torso ruinage bringing heat efficiency loss is a must. We have enough slowdown from leg damage, heatsinks could suffer some damage too.

this
great post op

gyro damage in my opinion could be reflected in having your torso twist locked that you cant turn anymore it just aim, if your aiming sideways this would be really inconvient
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Offline (TLL)Sky_walker

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Re: damaged systems
« Reply #13 on: March 18, 2010, 06:24:43 PM »
+1 to the idea :)
I stated my thoughts in the topic about heavy armor.

Really hope we gonna see this implemented! At least to the some degree if for performance/complication reasons implementing everything would be impossible.
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Re: damaged systems
« Reply #14 on: March 19, 2010, 12:03:02 AM »
+1
I love this idea, and the many possible ways this would open to cripple an enemy mech. I always love to play with my victims and disarm ( ;D) SCats and Novacats before actually going for the kill. But my favorite part of this must be:

individual bits of gear.  radars/ecms/baps/c3s/individual weapons can get popped just like ams

As someone who often plays BA I really gotta say it would be great if it was possible to snipe stuff like an enemys BHP and C3 with some well placed mPPC shots before going to to get close and personal, or if I had the chance to blast said equipment on a mech following me around and turning my life into hell  ;D

Best would be if about anything on a mech/tank could be destroyed or disabled somehow  ;D
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