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Heat Penaltie - Alternative


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#1 arkani

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Posted 11 July 2013 - 02:00 PM

please take into consideration the folowing:
Each mech has its AlphaLimit, if the mechs limit is passed heat penalty is added.
Each weapon has a value to add when fired to the mechs AlphaLimit
Say a mech with 15 AlphaLimit
Fire a ppc (5 alpha) + AC20 (10 alpha) = 15 gets the heat penaltie.
Fire 2 ppc (5 alpha) + 1ML (2 alpha) = 12 no heat penaltie.
Fire 2 erppc (6 alpha) + 1ML (2 alpha) = 14 no heat penaltie.
Fire 2 erppc (6 alpha) + 2ML (2 alpha) = 16 gets heat penaltie.
and so on....

Each mech becomes alpha-independent of weapons.This would mean that the weapons fired in alpha would be independent of there types and combinations. This is a much simpler an effective way to deal with the heat penaltie.
ALSO GIVES A BONUS OF EXTRA QUIRCKS TO THE MECHS.
We can even elaborate further by adding a simple equation

HeatPenaltie = (MechAlphaLimit - TotalWeaponsAlphaValues) x (HeatValueToAdd)


So if your mech as a ALphaLimit of 15 and your weapons fired in an alpha is 30 (6ppc stalker) it would mean you had an excess of 15 over your mechs limit, so you would get 15xHeatPenaltie - a certain ammount of heat added to your heat scale.

Yes its a crude formula but i think you get the idea. this was not my original idea, but its VERY good.

EDIT - SIMPLIFICATION::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
This can be even better. The ALphaLimit is dependent on mechs HEAT EFFICIENCY and the HEAT of each weapon.
A HBK-4P ( the laser boat by nature) with a DefaultAlphaValue = 18 and a DefaultHeatPenaltie = 3Heat
Ex.1

HBK-4P with Heat Efficiency of 1.25 mean your AlphaLimit would be 1.35x18 =24

6ML (4 heat) = 24 no heat penaltie.

9ML (4 heat) = 36 yes heat penaltie, 36-24=12xDefaultHeatPenaltie


Ex.2

HBK-4P with Heat Efficiency of 1.5 mean your AlphaLimit would be 1.5x18 =27


A HGN-HM ( not a boat ) with a DefaultAlphaValue = 14 , DefaultHeatPenaltie = 2Heat
Ex.1

with Heat Efficiency of 1.25 mean your AlphaLimit would be 1.25x14=18 rounded up

Fire Gaus (1heat ) = 1 no heat penaltie.

Fire 1 erppc (11 heat)+ 1 Gaus (1heat ) = 12 no heat penaltie.

Fire 2 erppc (11 heat) = 22 yes heat penaltie, (22-18)=4xDefaultHeatPenaltie


Ex.2

with Heat Efficiency of 1.5 mean your AlphaLimit would be 1.55x14 = 22 rounded up

Fire 2 erppc (11 heat) = 22 no heat penaltie.

Fire 2 erppc (11 heat) + Gaus (1heat )= 23 yes heat penaltie, 1xDefaultHeatPenaltie



So for the devs this is even simpler.
So the more heat efficient is your mech the more you can alpha your weapons. You would be forced to trada weapons for heatsinks, to think about your build, running hot or cold would be very important.

EDIT - REASONING::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
This makes sense even from a cannon perspective.
The engine is the power plant of the mech. If you overtax it, by demanding a lot of power to fire several weapons at the same time (alpha strike), that means that the heat buildup would be higher, since the power output would go to the roof.
However, if you stagger/chainfire your weapon, the power needed, each time you fire is less, hence less heat buildup.

Edited by arkani, 12 July 2013 - 06:25 AM.


#2 Mongoose Trueborn

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Posted 12 July 2013 - 06:18 AM

Learn to speal.

#3 TheArcher

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Posted 12 July 2013 - 07:47 AM

View Postarkani, on 11 July 2013 - 02:00 PM, said:

However, if you stagger/chainfire your weapon, the power needed, each time you fire is less, hence less heat buildup.

How much of a stagger would you want? Even a 1 second delay splitting two attacks of 3 PPCs, compared to one attack of 6 PPCs isn't much help.

Overall, it almost sounds like you want batteries. The more batteries you have on your mech and the larger the engine, the more energy you can store for energy weapon discharges. When you try to fire energy weapons, your batteries would need to have enough charge for the attack. However, that is what the Recycle time is for energy/Gauss weapons: building up the energy for the next discharge

It wouldn't apply to Ballistics or Missiles. The ammo has the "energy" stored inside of it, hence the damage when an ammo slot gets critted. There's no drain on the engine.

I'd still like to see heat damage occur any time a mech goes over 100% capacity, and the current safety removed. That will reduce the frequency of high energy alphas. The new feature of damage occurring over 120% is still too forgiving. (A new safety would be added: it prevents weapons from firing if the discharge would put the mech over 100% heat. Much less complicated.)

(Edit: Pulled wrong quote.)

Edited by TheArcher, 12 July 2013 - 07:55 AM.


#4 arkani

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Posted 12 July 2013 - 08:06 AM

View PostTheArcher, on 12 July 2013 - 07:47 AM, said:

How much of a stagger would you want? Even a 1 second delay splitting two attacks of 3 PPCs, compared to one attack of 6 PPCs isn't much help.

Actually its is, the problem with 6ppc stalker is that you hit in one spot with 6ppc. Thats 60 points damage in one spot.
If you stager 3ppc and then another 3 ppc you mostly will not hit the same place. if you do, then you deserve the kill because thats some good aiming.

-----
As for Balistics and missiles they also produce heat which needs dissipation, by heatsinks which use energy from the fusion rector/engine which creates more heat.
Also they use energy for the reload mechanisms. So the same principle aplies, it aslo taxs the engine power output.
But that's an excelent point ( the reason i posted is to get good ideas and improve).

-----
yes to 100% capacity. Even PGIIGP has conceded on that point.

Edited by arkani, 12 July 2013 - 08:21 AM.


#5 PanzerMagier

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Posted 12 July 2013 - 01:02 PM

View PostMongoose Trueborn, on 12 July 2013 - 06:18 AM, said:

Learn to speal.


Not sure if troll, or DV8tm intelligent...

#6 Ken Fury

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Posted 14 July 2013 - 03:14 AM

This a horrible idea, and you should feel horrible for posting it.





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