Problem: Targets in the air are easy to hit due to no maneuverability.
Solution: Add ability to dodge while in the air.
Currently jets serve only a couple purposes:
Get on top of buildings
Get an angle for shots
Jetting is not advisable to use while in combat, due to the slow nature of jetting. You become the easiest target in the world.
How can we change the movement mechanics to incorporate jetting into combat more_
Allow air dodge.
What would this air dodge look like_
1. Energy use would be the same as ground dodge, if you jet too high and run out of energy, you won't be dodging.
2. You would only be capable of one air dodge per "hang time". For example, if you jet over the edge of a bridge, you cant dodge twice on your way down.
3. Mech would still be subject to dodge cooldown (which would initiate immediately as opposed to upon landing), as well as the split second pause upon landing.
4. Distance would be limited to that of ground dodge
Critics say:
A. Not realistic.
a. It's a video game set long in the future. Realism is defined by what the devs make it to be. Yes, it "appears to be weighty" based on movement in the game, however, the simple fact that they can dodge on the ground (air+ground friction), means that they would be fully capable of dodging in the air (only air friction).
B. It would become Armored Core.
b. Based on the limitations to this air dodge, you need not fear it being even remotely close to AC. The only thing that would be similar is the idea of dodging in the air. This air dodge would be even more restrictive than Unreal Tournament, which has less dodging than AC imo.
C. The mech would go splat upon landing.
c. If you can dodge over the edge of a bridge in the current mechanics, and you do not go splat upon landing, how will it be any different if you air dodge, which would naturally be a lesser altitude than a bridge_
D. The devs would need to change physics and animations.
d. As I said in point C, the physics and animations are already there. Dodging over the edge of a bridge would be no way different than jetting up and then dodging. You are essentially "creating your own bridge" when you jet up.
E. It will give class A mechs an advantage because they'll be able to escape easier.
e. Due to the limitations on the dodge, they won't be going any further than they already are able to go. In fact, they will go less far. It takes them more energy to jet up than it does for them to jet horizontally, thus, if they burn energy jetting up simply to use an air dodge, they will find themselves landing with little to no energy.
D. It will make the game too hard for noobs to get good.
d. I am a firm believer in having a large skill differential. However, I do know that you cannot alienate the noobs, or the community will die, leaving a few good players to quickly get bored with each other. Will an air dodge really increase the skill differential that much_ Considering dodge is already in the game, learning to air dodge will be no harder than learning to dodge on the ground. You simply jet into the air first. Due to the limitations on the dodge, you will not have "pro" players zipping circles around noob players that don't know up from down yet. I find it extremely hard to believe that this would increase the skill differential in any substantial way.
E. You just need to be smart about when you go into the air.
e. It's not about being smart about going into the air, it's about increasing the utility of jets to more than just getting on top of buildings. It would encourage more use of jets in combat, thus making combat more dynamic.
I may be missing some things that were brought up, feel free to bring it up again and I will add it to the list. And by all means, feel free to counter my points.
By adding air dodge, you would be increasing the usefulness of the vertical aspect of the game by reducing the punishment of jetting. With said mechanics of air dodge, it would still have a significant risk/reward factor to be considered when using it, but it would be a step in the right direction towards incorporating the Z aspect of the game more.
EDIT: Point E.
Edited by RedVan, November 20 2012 - 11:44 AM.