Limb damage_
#61
Posted April 28 2011 - 01:11 PM
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"The difference between theory and practice is smaller in theory than it is in practice"
#62
Posted May 22 2011 - 01:16 AM
#63
Posted May 25 2011 - 04:10 AM
I mean.. can't not talk on this at this stage until I do not see brand new gameplay footage.
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"The difference between theory and practice is smaller in theory than it is in practice"
#64
Posted August 16 2011 - 05:36 PM
How it should be made_ I don't know.
Maybe if you eject from you mech it count as a regular kill, your mech explode and you respawn.
Simple to make.
Or harder to add to the game : the ability to move as a human and take another mech.
At least some limited limb damage seems necessary for a mech game.
#65
Posted August 17 2011 - 10:55 AM
This leaves out 2/3's of the gameplay and until I see the capability of the Heavy and Medium mechs I want them to be able to slightly cripple those Light mechs, dashing around like their tweaking on crack.
#66
Posted September 28 2011 - 01:01 AM
Jack Dandy said:
I think mech games in general should have it, but considering this is more of an action game, it should be introduced in a somewhat limited way.
For example, shorter rocket-jet durations, gun jams, radar scrambled, etc. Some ways to repair them should be available.
What's your take on this_
That sounds far more in depth than just having your guns blasted off, or speed slowed!
#67
Posted September 29 2011 - 12:55 PM
I mean, if your legs get blasted off your mech should not even have hope of standing. Unless these mechs were also designed to stand on one, or no legs. With their arms...well not much you can do if you don't have a freaking weapon, not much point there. You might as well be dead really. Getting them crippled or radar being disabled, stuff like that, kinda interesting, could do without though.
So I say- wouldn't mind with or without either way. + more unnecessary work for devs.
#68
Posted September 30 2011 - 01:34 PM
So if anything, crippling an enemy or being crippled yourself would only be a short term setback.
So if you get legged and are on the ground, provided your opponent doesn't finish you off, like if say you kill him from the ground or a friendly takes him out, you can just shut down till the leg works again and get back on your feet.
#69
Posted September 30 2011 - 07:19 PM
#70
Posted October 03 2011 - 02:05 PM
so long as destroying a part still leaves the mangled remains attached, you can always fluff it as nanomachine repairs or something. That way you aren't suddenly poofing a new arm or leg into existence, just restoring capability to a mangled one.
#71
Posted October 04 2011 - 04:46 AM
That said, how about when a certain part takes excessive damage, it has decreased performance/efficiency_
EG:
Weapon damage means they would overheat faster, so you'd have to compensate by picking your shots better, and less sustained fire.
Leg damage would mean your standard walking speed would be reduced, maybe even torso turn rate_
Jetpack damage would equate to lower total fuel, or higher consumption, or even longer recharge so you can't use it as much/often.
Torso (or maybe sensor unit (head_)) damage could equate to less effective items (as discussed in one of the videos, we can pick from a selection of items that have varying uses/effects)
Just some more ideas.
#72
Posted October 08 2011 - 08:13 AM
Nitris said:
That said, how about when a certain part takes excessive damage, it has decreased performance/efficiency_
EG:
Weapon damage means they would overheat faster, so you'd have to compensate by picking your shots better, and less sustained fire.
Leg damage would mean your standard walking speed would be reduced, maybe even torso turn rate_
Jetpack damage would equate to lower total fuel, or higher consumption, or even longer recharge so you can't use it as much/often.
Torso (or maybe sensor unit (head_)) damage could equate to less effective items (as discussed in one of the videos, we can pick from a selection of items that have varying uses/effects)
Just some more ideas.
Dunno what you mean by "too fast paced for having legs blown off, and weapons destroyed" I have yet to encounter a game which is too fast for an average homo sapient to take a decent aimed shot.
So in not so many words your proposal is ........ 'limb damage' :roll:
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that thoughts acquire speed,
the teeth acquire stains,
the stains become a warning.
It is by tea alone I set my mind in motion.
#73
Posted October 10 2011 - 05:07 AM
What I mean by "Too fast paced" is, well... watch the gameplay trailer. Boosting, flying and running all over the map- these mechs are fast and agile.
It reminds me of Quake III. Have you played a similar game_ Losing the ability to move in such a game would make it practically impossible to do anything except stare up to the sky/ceiling.
I just can't see it meshing well with the rest of the gameplay.
That said having your mobility hindered slightly or halved, would at least mean you have a fighting chance should your legs take excessive damage.
It is still a viable tactical option to shoot for the legs- you will gain the advantage of higher mobility, which is a big advantage to have in a fast paced firefight.
Heh, I just imagined an entire team having their legs blown off and the other team just laughing as they moonwalk with the flag back to their base. Killing them means they can respawn with legs, and if they are immobilized then they pose no threat as they stare up into space.
I have just one request then, should my ideas be ignored and having your legs blown off is implemented. PLEASE have some sort of suicide/eject command or keybind. =D
#74
Posted October 10 2011 - 11:11 AM
For example, if you absorve some heavy damage, which should have definitely killed you, and thanks to limb and/or jet-pack distributed damage, you end up surviving and having chances to extend your gameplay further then good. This was just to mention a case on here.
On the other hand, ad Flyingdebris mentioned before, where is the problem with extending repairs to these 2 systems_. It's just that I'd wait for the intrincacies and related implementations on the matter.
BTW, I'm somehow smelling certain Blog update flavour... Is it just me_
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"The difference between theory and practice is smaller in theory than it is in practice"
#75
Posted October 13 2011 - 09:00 AM
but isn't as simple as it sounds.
By shooting the legs, you are sacrificing the sure kill and natural ease of going directly for the center of mass, for a significantly harder to hit location that will only affect a target's mobility. Made even harder by the fact that those legs are attached to a target that is jumping and running and jinking around like a balloon in a hurricane.
Not to mention having multiple damage zones allows players with good aim and reflexes to focus fire on one location to drastically ruin their opponent as fast as possible, but also allows players on the receiving end to develop tactics to last longer in a fight, like presenting fresh armor to an incoming attack, and keeping damaged equipment facing away from an opponent when possible.
This opens up much more of a higher potential skill ceiling than simply, "aim at their general outline and out-DPS them as fast as possible." with no importance given on where weapons are hitting.
#76
Posted October 13 2011 - 11:12 AM
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"The difference between theory and practice is smaller in theory than it is in practice"
#77
Posted October 13 2011 - 09:27 PM
Flyingdebris said:
but isn't as simple as it sounds.
By shooting the legs, you are sacrificing the sure kill and natural ease of going directly for the center of mass, for a significantly harder to hit location that will only affect a target's mobility. Made even harder by the fact that those legs are attached to a target that is jumping and running and jinking around like a balloon in a hurricane.
Not to mention having multiple damage zones allows players with good aim and reflexes to focus fire on one location to drastically ruin their opponent as fast as possible, but also allows players on the receiving end to develop tactics to last longer in a fight, like presenting fresh armor to an incoming attack, and keeping damaged equipment facing away from an opponent when possible.
This opens up much more of a higher potential skill ceiling than simply, "aim at their general outline and out-DPS them as fast as possible." with no importance given on where weapons are hitting.
I second this.
#78
Posted October 18 2011 - 10:46 AM
On the other hand, I'd like the idea of redirecting power from one system to an other. For instance, if you need or want to sacrifice firepower to temporarily improve the performance of one mobility system; especially jump-jets or jets-pack.
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"The difference between theory and practice is smaller in theory than it is in practice"
#79
Posted November 05 2011 - 03:07 AM
#80
Posted December 06 2011 - 02:23 PM
FullDread said:
Flyingdebris said:
but isn't as simple as it sounds.
By shooting the legs, you are sacrificing the sure kill and natural ease of going directly for the center of mass, for a significantly harder to hit location that will only affect a target's mobility. Made even harder by the fact that those legs are attached to a target that is jumping and running and jinking around like a balloon in a hurricane.
Not to mention having multiple damage zones allows players with good aim and reflexes to focus fire on one location to drastically ruin their opponent as fast as possible, but also allows players on the receiving end to develop tactics to last longer in a fight, like presenting fresh armor to an incoming attack, and keeping damaged equipment facing away from an opponent when possible.
This opens up much more of a higher potential skill ceiling than simply, "aim at their general outline and out-DPS them as fast as possible." with no importance given on where weapons are hitting.
I second this.
I THIRD THIS +++ if that can be done
"Humans are not rational, but rationalizing."
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