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Collision detection for mechs
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Topic: Collision detection for mechs (Read 1898 times)
DonJon
Mech Pilot
Karma: +1/-0
Posts: 21
Collision detection for mechs
«
on:
September 19, 2007, 08:56:40 PM »
Will there be collision detection for the mechs. Will ramming and DFA be viable tactics, and will we be able to push or trip an opponent.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Collision detection for mechs
«
Reply #1 on:
September 20, 2007, 08:54:20 AM »
Ramming is to have purpose in combat, but we also need to avoid the griefing that comes with rams in areas that are considered safe. Not going to say, rams are going to be ruled out.
Pushing, tripping, special attacks will be allowed.
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Kellzz
Special Agent
Commander
Karma: +8/-0
Posts: 594
Re: Collision detection for mechs
«
Reply #2 on:
September 20, 2007, 04:23:31 PM »
in that case, i can see this happening.
Group gets a light, very fast mech, group uses that mech to ram other mechs. while the ramee is down, the group can kill at their leisure.
or say, two <100 ton mechs come across a mech >200 tons. one mech continually rams, and trips the other mech, while the other mech (slowly) kills the mech.
I can see tripping being used in ways not intended.
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Shadow Star
Genoman
Wardog
Mekkor
Karma: +7/-1000
Posts: 291
World Designer
Re: Collision detection for mechs
«
Reply #3 on:
September 20, 2007, 04:59:25 PM »
50 ton mech hitting 200 ton mech = squished 50 tonner
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Kellzz
Special Agent
Commander
Karma: +8/-0
Posts: 594
Re: Collision detection for mechs
«
Reply #4 on:
September 20, 2007, 09:49:54 PM »
well you would think a 5lb cat + 260 lb human = squished cat, but in reality,
5 lb cat + 260 lb human = human on floor with something broken.
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Always remember to pillage BEFORE you burn
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(retro rpg podcast)
Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Collision detection for mechs
«
Reply #5 on:
September 24, 2007, 11:18:26 AM »
It will be more akin to realism, such as a the rule of the road for collisions is, the heavier vehicle wins. I think it is that principle of Newton's Force; velocity and mass.
I do agree the heavier unit will sustain something, at least some shock damage.
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Malice42
Mech Pilot
Karma: +0/-0
Posts: 32
Re: Collision detection for mechs
«
Reply #6 on:
September 27, 2007, 10:27:51 AM »
Quote from: Hamilton on September 24, 2007, 11:18:26 AM
It will be more akin to realism, such as a the rule of the road for collisions is, the heavier vehicle wins. I think it is that principle of Newton's Force; velocity and mass.
I do agree the heavier unit will sustain something, at least some shock damage.
So, when my fist breaks into the other mech's torso, rips out his beating mechanical infrastructure that resembles a heart, my hand will be hurt from the impact?
Im cool with that.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Collision detection for mechs
«
Reply #7 on:
September 27, 2007, 10:48:07 AM »
Depends on the fists your Mech has; Battle Fists, no damage to self. Normal Hands there will be some internal damage, kind of like boxing while wearing Plate Armor, but with bare hands.
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Malice42
Mech Pilot
Karma: +0/-0
Posts: 32
Re: Collision detection for mechs
«
Reply #8 on:
September 27, 2007, 10:50:43 AM »
Quote from: Hamilton on September 27, 2007, 10:48:07 AM
Depends on the fists your Mech has; Battle Fists, no damage to self. Normal Hands there will be some internal damage, kind of like boxing while wearing Plate Armor, but with bare hands.
I only learned about this game an hour + ago, cut me some slack >.>.
*Grumbles* Battle fists... how was I supposed to know about those. Killed my punch line.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Collision detection for mechs
«
Reply #9 on:
September 27, 2007, 10:59:40 AM »
Heh, sorry.
Would you prefer that I say, "We do plan on implementing such exciting stuff as you have posted. Stay tune for more cool features."
Sorry, I couldn't resist.
If you want to gain some insight, there is dry Mech Construction Document you could read through. It can be found at
here
or on in the Docs section in the website.
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Malice42
Mech Pilot
Karma: +0/-0
Posts: 32
Re: Collision detection for mechs
«
Reply #10 on:
September 27, 2007, 11:03:44 AM »
Quote from: Hamilton on September 27, 2007, 10:59:40 AM
Heh, sorry.
Would you prefer that I say, "We do plan on implementing such exciting stuff as you have posted. Stay tune for more cool features."
Sorry, I couldn't resist.
If you want to gain some insight, there is dry Mech Construction Document you could read through. It can be found at
here
or on in the Docs section in the website.
Reading it now.
And your response was superb.
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Agamemnon
Wardog
Field Commander
Karma: +9/-0
Posts: 823
Re: Collision detection for mechs
«
Reply #11 on:
September 27, 2007, 11:35:00 AM »
with that kind of enthusiasm I think you'll like our plans for the Arena and bouts....
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There are 10 kinds of people in the world. Those that understand binary and those that do not.
Steel311
Mech Slug
Karma: +1/-0
Posts: 5
Re: Collision detection for mechs
«
Reply #12 on:
October 28, 2007, 09:38:20 AM »
I'm sensing a giant digital version of Rockem Sockem Robots.
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Systems Engineer "Yep, the software guys said they fixed it. Too bad they only checked half of the pre-conditions"
Kellzz
Special Agent
Commander
Karma: +8/-0
Posts: 594
Re: Collision detection for mechs
«
Reply #13 on:
October 28, 2007, 11:07:24 AM »
in the safe zones, could Collision detection be turned off? I could see a group of people blocking certain paths to prevent players from entering/exiting an area.
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Always remember to pillage BEFORE you burn
www.retrorpg.net
(retro rpg podcast)
Acer Lerxt
Mech Slug
Karma: +1/-0
Posts: 7
Re: Collision detection for mechs
«
Reply #14 on:
November 29, 2007, 09:01:57 AM »
As opposed to "omg wouldn't this be cool", I think collision detection needs to have a gameplay purpose before it's put in.
Do the dev's want cases where players make tactical positioning decisions based on CD? I.E. do I block a narrow intersection so that some opponent can't get at my support guys in the back?
To me, the answer to that question revolves around whether we'll be able to "shoot through" an opponent to hit someone behind them. If yes, then there's really not much need for CD. if no, then it becomes a tactical tool, in my opinion, and has a purpose.
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