MegaMek / megamek

MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight using giant robots, tanks, and/or infantry on a hex-based map.
http://www.megamek.org
GNU General Public License v2.0
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PSR issues within Megamek (might not be fixable) #824

Open HammerGS opened 6 years ago

HammerGS commented 6 years ago

Pretty sure Arlith and I talked about this a couple of years ago. But since this was specifically mentioned and ruled on by CGL I'd post the notes:

http://bg.battletech.com/forums/index.php?topic=59891.0

Megamek is doing it wrong, due to the timing. Unlike attack phase PSRs, Movement Phase PSRs happen the moment they are triggered (BMM p. 53), so you wouldn't wait until the end of the phase. In your case, the PSR would be triggered the moment you took the 20+ points of damage. However, you're already on the ground when that occurs (because the damage occurred from the fall). As you don't make PSR checks to fall when you're already prone, you'd be fine.

pheonixstorm commented 6 years ago

I ran across an issue sorta like this with princess having an engine explosion in the movement phase and my unit (1 hex away) jumping off to another hex. Didn't even know about princess going boom until the end phase (my unit immediately fell when it landed).

Needless to say my poor mech took a crit to its gyro due to the explosion. Couldn't remember who moved first in that instance so tried to duplicate for awhile but it never happened again. Had forgotten about it till this.

neoancient commented 6 years ago

Sure, it's fixable. But it might require a complete rewrite of the server.

arlith commented 6 years ago

I don't even know that this would really be all that hard to fix (in hindsight, yea I think it would be a pain. I'm guessing you'd have to add a call for a check every time damage is taken during the movement phase). Ultimately it ends up being a difference between movement and firing phase issue.

However, I kind of feel like the response is wrong. I feel like any damage taken from a fall shouldn't be used for purposes of determining if a unit needs to make a PSR. Perhaps my understanding of the 20+ damage PSR is a bit off, but I think the conventional wisdom is that it represents the 'mech losing so much armor, there are potential balance issues (not to mention the forces applied from attacks to deal the damage).

If I start the phase prone, I fail to stand and take 10 falling damage, then succeed standing, then walk into a pointblank shot and take 10 damage, why should the falling damage count towards a damage PSR?

I also think that this rule causes problems with some TO rules. There's the rule where each subsequent 20 damage gives you a +1 modifier. This basically means that that rule can't work during the movement phase, as you've already made the PSR by the time the 40 damage happens.

arlith commented 6 years ago

The rules in the BMM do make it pretty clear, however.