09-25-2008, 10:19 PM
(This post was last modified: 09-25-2008, 10:21 PM by Lord_Leperman.)
I had an idea on how to make back mounts useable on all leg types without having to resort to using option parts, while still maintaining a degree of balance and difference between leg types. I'm thinking along the lines of a lock time multiplier for different leg sets.
To illustrate my example, let's say the GL has a lock time of 60 frames (1 second).
If I were to balance it, the following leg types would have different multipliers (I'll round it off just get the point across, this is of course if it is implemented within LR physics).
Heavy Tanks = x.75
Hover Tanks = x1
Heavy Quad = x1.5
Heavy Biped = x2
Mid Quad = x2.25
...
Ultra Light Biped = x4
Light Hover = x4.25
The general rule of thumb is, the heavier the leg class, the better the lock speed of the back mount (Let's just say heavier legs offer greater stability as an aiming platform while moving).
So if you were in a Tank, the GL will just take 3/4 second to lock on to an opponent, while it would take 4 seconds to lock on using a light weight. The variables can differ with further testing, or at least give specific individual stats for each leg to further differentiate them from each other. This makes it harder for faster units to lock on to opponents, while giving tanks and other heavy units greater control over their firepower like they should. For example, a lightly armored leg set having lower multipliers, while another, heavier armored leg set with better overall stats getting higher multipliers. This rules out the use of back cannons for lights for use in close combat due to the longer lock time (They'll still be able to use them to snipe, its just a mater of holding the lock at the opponent as much as possible.) than a tank who may still be able to use high power back mounts at close range due to the faster lock time.
Well, this is one of a few balance changes I'll be making if ever I had the power to modify the game in my own way.
To illustrate my example, let's say the GL has a lock time of 60 frames (1 second).
If I were to balance it, the following leg types would have different multipliers (I'll round it off just get the point across, this is of course if it is implemented within LR physics).
Heavy Tanks = x.75
Hover Tanks = x1
Heavy Quad = x1.5
Heavy Biped = x2
Mid Quad = x2.25
...
Ultra Light Biped = x4
Light Hover = x4.25
The general rule of thumb is, the heavier the leg class, the better the lock speed of the back mount (Let's just say heavier legs offer greater stability as an aiming platform while moving).
So if you were in a Tank, the GL will just take 3/4 second to lock on to an opponent, while it would take 4 seconds to lock on using a light weight. The variables can differ with further testing, or at least give specific individual stats for each leg to further differentiate them from each other. This makes it harder for faster units to lock on to opponents, while giving tanks and other heavy units greater control over their firepower like they should. For example, a lightly armored leg set having lower multipliers, while another, heavier armored leg set with better overall stats getting higher multipliers. This rules out the use of back cannons for lights for use in close combat due to the longer lock time (They'll still be able to use them to snipe, its just a mater of holding the lock at the opponent as much as possible.) than a tank who may still be able to use high power back mounts at close range due to the faster lock time.
Well, this is one of a few balance changes I'll be making if ever I had the power to modify the game in my own way.