Okay, bit of a right up here for an idea on how the thumper vs kaiju fights could work.
My initial problem was when I made some animations I started with the idea of a more conventional case of two enemies standing in front of each other each one just playing an attack animation from their current location one after the other. Lots of games have these giant things fighting but it just looks like two statically placed enemies wildly launching attacks that don't really seem meaningful or connected to health bars (visual and nothing else). So I figured that if you had more dynamic fighting animations that match up between the participants you could make things far more visually interesting, and also informative for the player of how the fight is going. But then you can't just have then stand around launching preset orders of attacks at each other so I came up with the following idea.
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Each unit has a total health pool and damage (some other things, but aren't included in this right up). For this example say we have Kaiju and THMPR who each have 5000 HP and an attack of 250. So in other words they are the same stat wise.
Combat works by having a series of short engagements (lasting about 5 seconds or so each, but varied by animation chosen) and sometimes a short period in between for them to move around/stare down the other/taunt.
Both units look at their current health, if one is missing 10% of their total health (500) since they last lost an engagement or spawned then they'll lose in the next engagement. This plays out like follows.
1. If one of them is set to lose and the other not, then that first one will lose the next engagement and receive damage equal to the winners damage (250 in this case).
2. If neither are set to lose (two fresh spawned units) they will grapple. In this case each unit takes half of the others damage (125 in this case).
3. Should both of them be set to lose the engagement then they will both take full the full damage of the other unit (250 in this case)
The idea here is that when they first fight at near parity they will start by grappling and neither will have the clear upper hand. As players/other enemies attack one of these units they will reach the 10% health threshold first and then in the next engagement they will lose and take a full hit. That previous damage counts to the current 10% so they are already at 250 dmg now. They will then return to grappling before the next winner is decided, or both end up losing.
Overall this system favors the side that gets the edge up near the beginning, but with sufficient support the other side can still make a comeback. Of coarse if say one unit starts off simply better than the other, like say our THMR has 8000hp and 350 attack instead, then the fight will start off with one side having a clear lead that will after a short while result in the THMPR rarely taking any dmg (losing maybe one in four/five bouts) or having losses from the enemy kaiju without outside assistance. Similarly if the players want to protect their THMPR from an extra large/tough kaiju then they'll need to constantly poor on the fire to keep the kaiju to overwhelmed to really tear into the THMPR. With this, the players can have a very meaningfull impact on the direction of the fight as with enough constant support the enemy may never get in a single actual attack on the THMPR.
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So what really is a segment? Pretty much it's a case of both units getting into a nearby location and preparing to fight. When they start a segment they will have moved to one of the areas needed to start it (right next to each other, short distance from each other, possibly two kaiju one each side of the thumper if you scale this up, etc...). Upon that combat segment starting it will first know the result based on current health/% levels, and then pick the animations accordingly from a pool of possible ones at random.
Say Kaiju lost 500 health since spawning and will lose the next engagement. The game will pick from one of the animations where the THMPR wins. This could mean the THMPR charges in and slams the Kiaju with his drill in the side sending it flying like a ball hit by a bat, or it could also mean the Kaiju actually takes the initiative, but still loses. For example the Kaiju could use a jump at starter animation, and the thumper uses it's react to kaiju jump animation, however in this case since the THMPR will be the winner the Kaiju will end up being blocked by the THMPR raising it's drill, spun over the top of the mech, and slammed into the ground before trying to fend off an attack or two from the drill and then getting free from the pin. Making sure that you have lots of these little plug and pay animations that can be brought together can keep it visually interesting and take longer to get repetitive.
Of coarse this doesn't mean the players will always be ignored, while many attacks will naturally be dangerous to any players too close to the brawl (from both sides) and Kaiju might also make a quick attack against players before transitioning into the series of engagement animations (flicking it's tail and sending spikes fanning towards players in a large cone, turns head to breath fire, slams the tail down behind it, etc).
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Currently animating the leap attacks and response of the Kaiju, will try to make a couple and upload a video when that's done but these will take a bit longer and I've got a bit less spare time now so figured I'd upload this post showing my general idea for how THMPR combat could work in game and how different animations could play into it.
Ideas for attacks:
Leap attacks
Charge attacks
Stab attacks
Throws
Grapples
Pins
-Against ground, and against steap walls/terrain
Ranged
-laser/breath/fire/spikes/rocket arm or drill
Tail whip
Drill smash
Divekick
Rock throw
-POCKET SAND!
Punch
Body slam
Trip then mount/punish
Finishers
-Tear jaw in half, core target with drill, slice THMPR in half, knock legs out from under Kaiju then slam drill down crushing it to a pulp/giblet fest, THMPR gets limb after limb cut off in brutal combo, suicide dive off of massive cliff/ravine with THMPR, throws Kaiju off cliff/ravine but gets yanked off to after ankle gets grabbed by Kaijus tail.
The textures should be able to be changed to reflect how beat up looking they are as they get lower on health to make it not seem as odd when the Kaiju finally gets it's blade to stab through part of the THMPR when they've bounced off in some previous cases. Having parts of the models deform would also be nice to show holes or major dents. Similarly spawning effects of blood or fires/sparks would also be nice.