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Realism (in the Gameplay)
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Topic: Realism (in the Gameplay) (Read 2486 times)
MWLLKeeper
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Re: Realism (in the Gameplay)
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Reply #15 on:
August 06, 2008, 04:30:12 PM »
First, holy wall of text batman. I'll get back to the last 2-3 posts later...
Quote from: Mrocz on January 14, 2008, 11:15:10 AM
Quote from: death_grin on January 14, 2008, 09:47:46 AM
The damage idea gave me an idea. It is possible for use to make the hands of a mech- or elemental- as a seperate component with a seperate "armor value." 'Mechs with hands would then be able to hit mechs, vehicles, etc with hands doing simple collision damage since their hands can take so much damage. We would have to make just the part of the hand that impact the component so that playes dont abuse this and use it to block other damage.
I think it is really nice idea...
And Atlas with this will be just great!
We actually have considered making the hand part much like this. Instead of taking just less damage, it transfers far less (perhaps taking less as well). This means they could be "broken" off, so while the COULD be used to block damage, you could basically "disarm" an atlas from very effective melee weapons if the pilot somehow tried using them like this. More than likely, this would only be done for the atlas and kodiak, as not only do they have CLEAR melee weapons with thier fists/claws, but it seems very appropriate to get literally pummeled by these two mechs, and is a nice balance. (more common, ie cheaper, atlases vs the jump capable kodiaks).
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Zeus6S
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Re: Realism (in the Gameplay)
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Reply #16 on:
August 06, 2008, 11:24:22 PM »
The original description of the Hunchback in the 3025 TRO described it's hands as being extremely strong and being used to tear through structures and defensive walls, very useful for a mech designed to fight up close in a city if you can tear through the local Megamall rather than take Main Street and then run 400 meters to face the Awesome at the corner of Main and 5th.
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SintoX
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Re: Realism (in the Gameplay)
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Reply #17 on:
August 07, 2008, 02:02:19 PM »
In the other MechWarrior games it was not possible to repair you 'Mech on the battlefield.
I think it will be more usefull to back off and get to the repair bay than try to ram any other 'Mech.
Perhaps some people will also try to get out of a direct fight when armor is "melting" fast to get it repaired.
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Sorry for my bad english anyway and greetings from germany.
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Kaldskryke
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Re: Realism (in the Gameplay)
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Reply #18 on:
August 07, 2008, 04:06:06 PM »
Quote from: SintoX on August 07, 2008, 02:02:19 PM
In the other MechWarrior games it was not possible to repair you 'Mech on the battlefield.
I think it will be more usefull to back off and get to the repair bay than try to ram any other 'Mech.
Perhaps some people will also try to get out of a direct fight when armor is "melting" fast to get it repaired.
Are you sure? I'm pretty sure there were field repairs in MW3 single player... Or maybe I'm just imagining it. I didn't play much MP at the time though...
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MaximusPayne
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Re: Realism (in the Gameplay)
«
Reply #19 on:
August 07, 2008, 04:56:45 PM »
Yes, Mw3 had both mobile repair bays and stationary repair bays. This option was usually turned off in multiplayer.
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Flyingdebris
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Re: Realism (in the Gameplay)
«
Reply #20 on:
August 07, 2008, 05:21:55 PM »
i think the places where the vehicles spawn/are bought are probably the best most straight forward places to allow vehicles to repair.
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MWLLKeeper
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Re: Realism (in the Gameplay)
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Reply #21 on:
August 07, 2008, 10:12:23 PM »
Quote from: Flyingdebris on August 07, 2008, 05:21:55 PM
i think the places where the vehicles spawn/are bought are probably the best most straight forward places to allow vehicles to repair.
We(the team) are in basic agreement with this. The repair bays will be in the mechbays, which are at each HQ and outpost. This also gives the unique strategic choice of retreating to repair, or hoping to fight your way to the next repair bay and capture it.
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KitLightning
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Re: Realism (in the Gameplay)
«
Reply #22 on:
August 14, 2008, 04:22:46 AM »
So, how well fortifeid is the HQ/MechBay (heavily or lightly all according to the Map/Op`? ), and does the players stand for defending the facilities, via the stationary weaponries, or are we (blessed?) with ´bots controlling the Turrets and such!
And on the RepairBay issue, will their eventually be portable (or moveable) RepairBays available, such as a Dropship having its own RepairBay set up by the foot of the DropShip?
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Zeus6S
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Re: Realism (in the Gameplay)
«
Reply #23 on:
August 14, 2008, 04:00:55 PM »
That leads me to an interesting idea for limited in game map customization.
Basically such a map would have a handful of simple triggers and scripts in place such as the following.
Clan_CaptureOutpostA Trigger
Outpost A is captured by Team_Clan
run Clan_CaptureOutpostA_1 Script
Clan_CaptureOutpostA_1 Script
Set Team_Clan_OutpostA_DropshipSummonCommand = 1
Team_Clan_OutpostA_DropshipSummonCommand
This enables a command to specified Team_Clan players to call their dropship to OutpostA
If the command is initiated then the game runs a background script to determine which of X locations the Dropship is in (you can't change course once it is inbound) and from that check it activates an appropriate path script pre-plotted by the level designers to reach the new destination. Animations and particles are added to the dropship to have it take off and then maneuver over to the new location where it then lands and sets up a bunch of high-quality repair bays and mech facilities.
This allows players to risk the facilities normally well defended way behind the front lines by moving them to the front lines. The cost is time, vehicle limitations (obviously you can't walk up to a Dropship while it's maneuvering to a new position in order to spawn your Atlas, so your team suffers a bit while it's enroute), and you risk having the Dropship shot down or destroyed on the front. The benefit is that you can get the big, slow moving mechs, into battle quicker once the Dropship has been redeployed.
Basically, it's a lot like the Mothership in Homeworld.
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Flyingdebris
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Re: Realism (in the Gameplay)
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Reply #24 on:
August 15, 2008, 09:29:51 PM »
moving a dropship? Those things are the sizes of the bases in crysis mp, every availble area would need to be a starport or massive landing field to keep moving them around. Sorry but i call craziness on that idea.
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KitLightning
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Re: Realism (in the Gameplay)
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Reply #25 on:
August 16, 2008, 07:49:58 AM »
... moving dropships around while the ´Mechs are in the field, or even to take the ´Mechs onboard just for moving to a more strategic point closer to the battlefield.
It could be done, it could (with the added setting of an Dropship assualt with a dusin or so Dropships (and 120 players
)), but why moving it if it is not under attack, that thats the only reason I would deem that a well placed Dropship from orbit drop, would be moved. And the cost of momentarily dropping around with a Dropship would be humongusly big, (maybe an activation cost in C-Bills is neccesary...)
Yeah I recon that the Dropship adds the benifit for supportive fire if placed close to the battlefield, and sometimes a Repairbay! but ones damaged, the pilots are stranded?
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"Acerrima proximorum odia" ~ Tacitus
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Flyingdebris
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Posts: 466
Re: Realism (in the Gameplay)
«
Reply #26 on:
August 17, 2008, 07:29:35 PM »
i do not want to imagine what moving a dropship with people running on it and vehicles inside of it, will do to latency in game that already stresses the netcode.
Remember all the fun of trying to do a titan assault in bf2142 back when you used to be able to move the ships after you could be boarded? The server crippling lag and warping? multiply that by a few times.
Maybe if this was a game built from scratch with that in mind, but this is a mod.
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