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Cool Shot Consumables Modules Overhaul Proposal


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Poll: Cool Shot Consumables Overhaul (7 member(s) have cast votes)

Do You Agree With This Proposal?

  1. Yes (5 votes [71.43%] - View)

    Percentage of vote: 71.43%

  2. No (1 votes [14.29%] - View)

    Percentage of vote: 14.29%

  3. Abstain (1 votes [14.29%] - View)

    Percentage of vote: 14.29%

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#1 INSEkT L0GIC

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Posted 29 March 2013 - 01:33 PM

Cool Shot Consumables Modules Overhaul Proposal


- Description

- Cool Shot control modules reroute coolant from unused Battlemech locations & secondary systems to where they are needed most.
- The higher the Cool Shot rating the more coolant can be immediately rerouted.


- General Notes

- Consumable modules cannot be sold back to the store.
- Cool Shot is activated by pressing Delete (when a cool shot module is equipped).
- When a Cool Shot module is used, power is also routed from the weapons systems to the coolant systems & heatsinks. All weapons are put into cooldown and have to cycle back up to to prevent excess weapon heat from damaging internal systems. Any current missile locks are also lost and must be reacquired.
- Only up to 24 points of Cool Shot modules can be equipped on a Battlemech regardless of amount of module slots used.
- If more than one type of Cool Shot module is equipped, the first press of Delete will activate the lowest one first.
- The second press will activate the next highest (whichever is equipped).
- If the player shuts down while coolant flushing, the flush pauses and any remaining flush automatically resumes after powering up.
- If a consumable module is not used during a match, it is not consumed and remains on the BattleMech.


- Cool Shot 6

- Consumed upon use.
- Costs 10,000 CBills.
- When used, it removes 6% heat immediately from the Battlemech total heat meter.


- Cool Shot 9

- Only one of these can be equipped on a BattleMech at a time.
- Cannot be equipped on a BattleMech that has a Cool Shot 18 equipped.
- Consumed upon use.
- Costs 40,000 CBills
- When used, it removes 9% heat immediately from the Battlemech total heat meter.


- Cool Shot 18 (Alpha & Ultra)

- Consumed upon use.
- Costs 15 MC for Alpha.
- Costs 60,000 CBills for Ultra (pilot module unlock required for Ultra - see below).
- When used, it removes 18% heat immediately from the Battlemech total heat meter.


Consumable Modules (Available from Pilot Tree as Pilot Module unlocks for GXP)

- Cool Boost

- Costs 15,000 GXP.
- When bought, automatically increases the cooling provided by every cool shot by 20%.
- Does not need to be equipped to a BattleMech.


- Cool Shot 18 Ultra (formerly Cool Shot 9x9)

- Any Cool Shot 9x9 currently owned will convert to Cool Shot 18 Ultra
- Costs 15,000 GXP.
- Unlocks availability of the Cool Shot 18 Ultra consumable module for 60,000 CBills
- This consumable module functions exactly the same as the Cool Shot 18 Alpha for 15 MC, however, it is produced by a separate manufacturer with its own availability and cost.



Animations

- If a steam release animation is added when a Cool Shot is used, pale green-grey can be used for Cool Shot 6, Cool Shot 9, and Cool Shot 18 Ultra.
- Pale blue-grey steam can be released when Cool Shot 18 Alpha is used.


Summary of Changes

- Added a description of what Cool Shot does (to keep people from trying to equate it with Coolant Pod technology).
- Simplies system by changing heat points over 1 second to an immediate heat meter percentage drop (now Cool Shot 18 will remove 18% heat unboosted on all Battlemechs instead of around 50% on some builds).
- Simplies system by removing restrictions of what modules can be combined. Provides a 24 cap instead (based upon Cool Shot 18 plus Cool Shot 6 currently already allowed in game).
- New restrictions also remove the ability to Alpha Strike immediately after use (weapons cooldown initiated / missile locks must be reacquired).
- Adds a new Cool Shot 18 C-Bill version without removing Cool shot 9 (currently automatically upgrades to 9x9 and the standard 9 is no longer is available).
- Gives players more options and hopefully balances the system overall.

Edit: These ideas came about as a result of testing & feedback from here:
http://mwomercs.com/...ds-on-feedback/

Edited by INSEkT L0GIC, 29 March 2013 - 02:00 PM.


#2 INSEkT L0GIC

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Posted 01 April 2013 - 03:59 PM

+1 Bump

Vote Yes if you would prefer this to the current implementation. Please provide feedback on what you like about it.

Vote No if you prefer the current system, or something else in its place, and please explain why.

Don't vote No if you don't want either in the game at all. I doubt they'll be removed entirely at this point.





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