Body Blocking
This is my attempt at suggesting a revamped body blocking system that’s a little more visceral and dynamic than the system that’s currently employed. I was going to wait to see what DeadSketch was going to suggest (as I know he had his own thoughts on this topic) but I figure the guy won’t be back until he’s done with his visit to Cybertron.
I’m going to ignore any limitations that may be imposed due to Torque and just post my ideal body blocking system. Like all my suggestions, I’m going to try to avoid hard numbers and rely more on careful wording to convey these values. Also, like before, I’m going to use terms that originate from my previous suggestions (Frames, Cores, etc) and this thread can be thought of as part of those threads.
And, like before, I apologize in advance if a system similar to this has propped up before, this thread area is at a staggering 56 pages now, the search function’s gone kaput and, really, it’s basically a new userbase following these threads so retreading over familiar ground won’t hurt.
Principle
The basic premise of this system is that the larger you are, the harder you are to move and the harder you hit when struck. If you are equipped with a heavy frame and body block a medium framed player, you will be knocked back as will the medium framed player. However, since you are a heavier frame, your knockback is not as severe and you receive less damage from the collision. Also, speed acts as a modifier in these situations. Depending on the speed of the player, the damage and knockback may be more severe.
Block resistance: This value determines how much resistance the frame has from being knocked around by another frame. Read: How far it's pushed back when struck (or if at all).
Damage absorption: This value determines how much damage the frame receives during a collision.
Strike value: This determines how much damage the frame causes to another frame during a collision.
Light frame: Minimal block resistance, minimal damage absorption, minimal strike value.
Medium frame: Moderate block resistance, moderate damage absorption, moderate strike value.
Heavy frame: Heavy block resistance, heavy damage absorption, heavy strike value.
Values between frame types
Light struck by
Light; no modifier
Medium; moderate decrease in block resistance
Heavy; heavy decrease in block resistance
Medium struck by
Light; slight increase in block resistance
Medium; no modifier
Heavy; moderate decrease in block resistance
Heavy struck by
Light; heavy increase in block resistance
Medium; moderate increase in block resistance
Heavy; no modifier
Basically what the above states is that a Heavy frame colliding against a lighter frame will knock the light frame significantly back while the heavier frame receives little knockback.
Speed Modifiers
The speed the colliding players are moving at also increases and decreases the above values. The higher the speed the player is moving increases their block resistance, decreases their damage absorption and increases their strike value.
So, in the case where two frames are both moving at a high velocity and collide with each other, the knockback value will be decreased but due to the decreased damage absorption and increased strike value it can be very damaging for both parties.
Bracing
If a player has his feet on the ground (or physically touching a structure) and moving at a low velocity, he is considered ‘bracing’. This causes an increase in their knockback resistance and damage absorption. This is designed so that a HoF isn’t so easily knocked off the flagstand due to a ramming HO and to limit the effectiveness of a speedy HO merely plowing through the enemy.
Aesthetics
I’d like it to be more visceral during a collision and would like to see the players hold up their arms up higher (like they’re preparing for a collision) and a loud cracking noise as they collide. I think this would provide a lot more oomph during the body block and make it a more satisfying maneuver.
Perhaps the speed can affect the volume of the collision crack to make it even more spectacular. Think thunder cracking during a thunderstorm.
OD Effects
Personally, I’d like to see ODing into an opponent similar to what it is now. That the ‘OD shockwave’ pushes players out of the way and is not affected by size differences. As for burst ODing into a player, this is still possible, however the body blocking system does not come into play, so while still being an effective move, it does not provide the added properties of the body block.
Also, I suggest toning down the Burst OD effects somewhat at spawn. My concern that it’d be too effective if the full shockwave effect is given to spawn players. So I modified the Energy Core to boost the shockwave of the Burst OD to its current level.
Collision Effects
Seymour’s not a smart man, so I can’t really intelligently describe what happens between players during a collision. The way I like to think of it is, say you have two pool balls that collide with each other. Depending on what angle they collide at, they veer off into their respective directions. I’d like to see something similar in Legions, depending on the angle and where on their body they collide, this affects which direction they veer off in.