MechWarrior: Living Legends
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Author Topic: Directing JumpJet Flight  (Read 4375 times)
darktimes
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« Reply #15 on: March 13, 2008, 10:04:15 AM »

that have i said   Undecided

i dont like the end etc
becouse i want to keep it simple and easy
most part for the newcomers

i know here are all mech2 or 1 vetarans
but dont fergott the new players who come to try a mechgame since over 5 years!
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Flyingdebris
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« Reply #16 on: March 13, 2008, 11:36:57 PM »

for the sake of ease, i'd say simply make the JJs behave like a shaky souped up version of the strength jump in crysis.  Or like how the beta for MPBT 3025 did it.

the regular movement controls kinda influence your direction, but its mostly you own intertia that indicate direction.  You go up like there's a saturn 5 duct taped to your ass, and it affects your aim accordingly.  If you are sprinting forwards, JJing will send you in a shallow leap, slowly and you get a higher arc, full stop and you go straight up, etc.

In this way, JJ are easy and straight forward to use, don't require 4 additional thruster controls, and DFAs and jump sniping become a bit harder to perform.  Lastly, if kept relatively straight forward like how i described, we avoid the pressing issue of people only choosing JJ capable mechs (if certain chassis can't have them, mw4 style) or mounting JJs on everything just to stay competetive (mw2&3)

JJs should help you get to harder to reach places and add some interesting tactics, but not totally dominate.
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Wolf~72
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« Reply #17 on: March 13, 2008, 11:54:13 PM »

i dont think simple is the way to go with JJ's

mech4 took the simple and easy approach to JJ's and look what happened to that game in MP

if you make it a more complex system, everyone will have to take the time to learn it
even the mw2 vets, will need time even if a exact replica of the mw2 system is used
as its been how many years since ppl played that game in ernest

if you dumb down the jump jets and make them noob friendly
every noob will be running around DFAing or just waste everyones time and just jump snipe
and the only mechs you will see will the be ones with jets

make it take time to learn , make it worth learning

AND people will take the time to learn it
and for those that dont learn it , it wont matter as they will probably prefer mechs that dont have jets
but have something else to even the field like better sensors or weapons


this game is not being designed for the playstation , lets not make it idiot proof
dont be afraid of a learning curve

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Flyingdebris
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« Reply #18 on: March 14, 2008, 08:07:29 AM »

the main reason the simple JJs in mw4 failed was not because it was a one button deal.

They failed because they always provided a smooth ride, could not be destroyed, and you never had to deal with fall damage.

I think that using JJs should be something straightfoward and easy as a button press with the movement keys allowing some wiggle room in the respect of actually using it, but complex in actually mastering it.

For example, lets say you have a catapult mech and want to DFA some poor bastard. If you take the one button approach with small leeway, the player really has to think about how to time his jump and how he has to move, not to mention the shakiness will make it hard to aim.

If he's got the vector thrust mode with full control of every direction, he can guide himself like a  65 ton bomb far too easily for my liking, and you'll see DFAs happening on an all too regular occurance.

In other words, i think JJing should be something that is easy to do, but hard to master.
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Groove001
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« Reply #19 on: March 14, 2008, 08:54:59 AM »

Wow... the MW2 way was DEFINATELY not the easiest...

Space = Jet = Up
Let go of Space = Descent = Down
AWSD to change direction of flight, as in forward, back, left and right.
Mouse to change direction of body and with it, the crosshair....

Stick to that and EVERYONE will understand how it works immediately.
Please dont start with any page up and page down stuff that requires your hand to move all over the keyboard!
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TimoBlastem
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« Reply #20 on: March 14, 2008, 09:24:20 AM »

the regular movement controls kinda influence your direction, but its mostly you own intertia that indicate direction.  You go up like there's a saturn 5 duct taped to your ass, and it affects your aim accordingly.  If you are sprinting forwards, JJing will send you in a shallow leap, slowly and you get a higher arc, full stop and you go straight up, etc.

I know I'm getting really picky, but when talking about trajectory, you're movement is separated into components that do not affect each other.  Strapping a rocket to your butt will make you go the same height no matter how fast you're going sideways.

If you're talking about angling the jets to make you go faster in the direction you're traveling, then you'll get closer to the result you talk about.
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WhiteMufasa
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« Reply #21 on: March 14, 2008, 11:14:20 AM »

MW2 controlls FTW!
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Flyingdebris
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« Reply #22 on: March 14, 2008, 04:00:54 PM »


I know I'm getting really picky, but when talking about trajectory, you're movement is separated into components that do not affect each other.  Strapping a rocket to your butt will make you go the same height no matter how fast you're going sideways.

If you're talking about angling the jets to make you go faster in the direction you're traveling, then you'll get closer to the result you talk about.

maybe my memory is faulty, but wasn't that how it kinda worked in MW3,  i.e. if you got a puma with jumpjets and ran full speed forwards, your jump jet leap would send you in a shallow arc?
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« Reply #23 on: March 14, 2008, 04:48:16 PM »


I know I'm getting really picky, but when talking about trajectory, you're movement is separated into components that do not affect each other.  Strapping a rocket to your butt will make you go the same height no matter how fast you're going sideways.

If you're talking about angling the jets to make you go faster in the direction you're traveling, then you'll get closer to the result you talk about.

maybe my memory is faulty, but wasn't that how it kinda worked in MW3,  i.e. if you got a puma with jumpjets and ran full speed forwards, your jump jet leap would send you in a shallow arc?

Yes.
You could also slightly alter your trajectory with the page/home/end keys to perform slight variations of the usual movement which were all linked to different thrusters. That was the soft-jet option. The default Hard Jet option was more like up and down using momentum in whichever direction you were facing.
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Wolfsbane
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« Reply #24 on: March 15, 2008, 11:15:11 AM »

True Jump Jet theory.

JJ's should be limited and not rechargeable....

in theory, you have so much fuel to burn, and once gone, its gone.

this will also eliminate the pop-tarting bs.

"realistically" there should be no way a 90ton MadCatMkII should ever be able to jump anyway, including the 100t kodiak.

As for the controls....I agree, the MW2 controls were great, and once your JJ juice is gone, its gone.  period.
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TimoBlastem
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« Reply #25 on: March 16, 2008, 09:55:27 AM »

Forgive me if I'm treading on beloved BT technology, but why do you have to use fuel for jump jets?  It just seems to wasteful.

Since mechs run on reactors, an ionic pulse jet could be discharged and rechared repeatedly, kinda like a PPC strapped to your butt.  Ionic pulses are being toyed with at NASA for long distance space probes, and in 2000 years I'm sure they'll make pretty good ones, even capable of propelling 100 tons a few dozen feet into the air.
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Flyingdebris
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« Reply #26 on: March 17, 2008, 02:32:46 PM »

according to the old fluff, the only times JJs required some finite fuel source was when operating in airless environments, where they needed mercury gas or something for reaction mass.  Otherwise they just ran off pure fusion reaction power.  They were like flamers that provided thrust.

As for the big mechs JJing. I see no reason why they shouldn't.  Granted they wouldn't be as graceful.  There's too much established fluff about highlanders and kodiaks DFAing the crap out of other mechs i think, to simply toss out the idea of jumping assaults all together.
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MWLLKeeper
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« Reply #27 on: March 19, 2008, 07:15:53 AM »

Excuse me, but I'd like to make one simple point...

They are called "jump" jets...don't you think that PERHAPS they simply assist the mech in guiding a jumping maneuver Wink As in, the jets don't provide enough thrust themselves to launch the mech, but the mech itself jumps? If those legs can speed 90 tons up to 50+kph, I'm pretty sure they are capable of some hefty vertical force as well  Cheesy
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Hyncharas
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« Reply #28 on: March 28, 2008, 08:25:30 AM »

Excuse me, but I'd like to make one simple point...

They are called "jump" jets...don't you think that PERHAPS they simply assist the mech in guiding a jumping maneuver Wink As in, the jets don't provide enough thrust themselves to launch the mech, but the mech itself jumps? If those legs can speed 90 tons up to 50+kph, I'm pretty sure they are capable of some hefty vertical force as well  Cheesy

I don't dispute this point at all, in fact it reinforces my own that a mech's inertia is only extended by Jump Jets; they are not indepepdent functionality.  The way I see it a mech is not unlike Zoids in anime - the majority of speed from the chassis is derived from its limb-movements, while the thrusters merely augment the system in a manner that allows pilots to avoid/bypass obstacles or dodge incoming fire.
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MaximusPayne
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« Reply #29 on: July 03, 2008, 08:34:34 PM »

Instead of using physics and BT lore for jumpjet usage, lets use history....

Mw2: Jumpjets used 1 key to fire ( j by default ) and your flightpath was controlled by the speed of the mech (before the jets were fired).  While in midair, you were able to control your decent and direction with the j button and direction keys.  Players also had the option of increasing or decreasing the gravity of the map before launching the game, which had a direct effect on how much power was needed to jump.  Hell, jets could still be used to move your mech even if you never left the ground.  They could simply glide across the ground or rotate 360 degrees, which came in handy when you got legged and couldn't move.  Now, its been a while since I played Mw2, but I always thought each mech had identical jumpjet abilities, regardless of its weight.  The only difference was in the mechlab. Heavier mechs needed more crits to add jumpjets.  Yes, they were quickly rechargeable, and yes, they could be added on every mech.  And because of this, battles were mostly fought in the air.  But the jumpjets also kept these battles intense and tight.  There was a small learning curve to their usage, but once you got the hang of the jumpjets, the battles got alot more fun.

In short: Mw2 jj's = simple controls + little restrictions + vital for survival = fast and tight battles with agile mechs. Gameplay result: woot!

The jumpjets in Mw3 weren't as essential on the battlefield as they were in Mw2, but every mech still had the option of being installed with them.  The rule of thumb with mech building here was "the faster, the better".  Players didn't have the freedom of flight, as the jets basically gave the mechs the ability to only...well, jump.  You had one button. You press it to go up, then release it to fall like a rock.  Hopping over terrain was its main purpose, which kept 90% of the battles on the ground.  Using jets in a fight only made your legs that much easier of a target, and a one legged mech is a dead mech.  And if you didn't land right, your mech toppled over and then a ground pound ensued.  The biggest foul was the complete removal of the DFA.  Even if you would have happened to smash your opponent's cockpit with your mech's foot, your legs take heavy damage, you fall over when you land, and your opponent's death registers as a suicide instead of a kill.

In short: Mw3 jj's = clumsy, basic controls + too many restrictions + unnecessary for survival = open and flat battles with fast mechs.  Gameplay result: meh.


The Mw4 devs brought back the DFA but only a certain amount of mechs had the option of equipping jumpjets.  They didn't improve the controls either.   A kill by crushing your opponent's cockpit was added but there was no real skill in it.  You just had to be in the right place at the right time.  The art of the DFA was still lost.  And with over-powered long range weapons mounted to mammoth mechs on massive maps, battles basically devolved down to hop-n-pop sniper fights.

In short: Mw4 jj's = basic controls + idiotic restrictions + necessary to level playing field = long and slow battles with stationary but heavily equipped assault mechs.  Gameplay result: teh suck!

My suggestion is to put gameplay ahead of the laws of physics and Battletech.  You can still develop a great simulator by taking a few artistic liberties with the science.  I also vote to have the space button control the jet thrust and movement keys (ASDW) control the direction of the thrust. Having the Q and E keys control the rotation and the mouse to control the torso makes sense as well.  Each map should have it own gravity setting too.  The bigger the planet, the more power it takes to jump your mech, right?  Put pilots back in the cockpits and leave the snipers in the infantry.

When in doubt, use the KISS method.  Rock and roll all night and party everyday.   ..no, wait....nvm.
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