One major issue in the game right now is the pintpoint nature of combat. People boat the biggest array of identical weapons possible in order to deliver the highest alpha they can to one area. Players have called for all sorts of crazy solutions to this from redoing how hardpoints work to giving stacking penalties for carrying too many of the same weapon. None of these really make the game better though and really won't solve anything.
However, there is one solution that can be implemented that will add a lot more tactical depth to the game while being a common mechanic in the general fps genre that is easy to understand. That solution is accuracy degredation. The faster you're moving, the faster you're torso twisting, and the hotter you're running the more inaccurate you are. Fully actuated arms suffer from it less while torso mounted weapons get the full effect for hopefully obvious reasons. In general this system could easily be adjusted by chassis so that specific mechs aren't screwed out of their role.
What does this accomplish? Now if you want to deliver a pinpoint shot you need to slow down or even come to a complete stop, allowing your mech to settle before you deliver your massive alpha. However, doing so will skyrocket your heat like it already does making your next shot more inaccurate unless you then wait for your heat to drop. It lets you play a very powerful mech, but one that has to play much more carefully because you will be more vulnerable and you will have to wait longer between shots to deliver your alpha. This has the benefit of making LRMs into a much more effective counter to pinpoint tactics. It also makes arm mounted weapons even more useful giving mechs that rely on them a bit more of a boost over the tankier mechs that rely more on torso mounted weapons. Hell, this could all even apply to jumpjets which will make poptarting instantly a thing of the past.
It's a solution to a growing problem that adds depth to the game without adding obscure rules. It emulates certain TT properties like heat penalties and the more random nature of shots without being absurdly annoying. Anyone who has ever played an FPS before will know what that expanding reticule means and will know what they need to do to get a better shot meaning the game will still be accessible to today's FPS crowd.
Edited by TOGSolid, 25 June 2013 - 01:24 AM.