I'm not an expert of the TT, but looking at sarna I found that a turn should represent 10" of a real battle. Also, I found that MASC freezes the leg actuators at 3+ on the first turn, 4+ on the second, 5+ on the third etc. Therefore I suppose that is quite safe for a couple of turns (ok, I shouldn't say that: I used to play Warhammer 40k TT and I am the only person on this world to have stuck a Baneblade and a Malcador in one turn, that's four 1 on four consecutive D6..).
Basically, my idea is that MASC should generate 1 heat in the first second, 2 heats on the second, 3 heat on the third etc.
TL;DR: MASC should generate 1hps, cumulative.
Possible objections:
- MASC can be used for too long! No, not really. Especially in hotter maps, you usually have a 5%-8% of heat constantly generated while you move. Also, if you use jump jets you speed up the overheating process. Finally, you can't almost shoot with the MASC on, otherwise you'll shutdown very quickly.
- MASC can be used for too short time! No, again not really. It's a short period if you manage it badly. You are not supposed to keep firing alpha with MASC activated and not overheat! If you manage it properly it gives to enough time to reposition your mech, move from the first to the second line. Also, more DHS means a longer run with the MASC turned on and also coolshots can reduce the heat a bit. MASC is an asset, it's up to you to use it properly.
Also, I think that MASC shouldn’t shut down your mech when overheating. If the Override is on then it should damage your legs, otherwise should be automatically deactivated. This should reduce the workload for the pilot but I fear it can be exploited somehow..
Here are some tests.
Each second adds 1 heat to the heat generated and also previous non dissipated heat must be taken into account. When the H-HPSD (→ Heat – Heat Per Second Dissipated) is more than the heat capacity, the MASC is deactivated or the mechs shuts down due to overheat (unless Override is on).
[All data come from smurfy]
MASC TEST – 10 DHS
Shadow Cat stock build mounts 10 DHS. MASC weights 2t per 2 critical slots. Speed is 97.2, 106.9 post tweak.
10 DHS dissipate 2.3 hps and have a total capacity of 60.
MASC TEST – 16 DHS
The Executioner stock comes with 16 DHS hardwired, MASC weights 4t and 4 takes crits. Speed is 64.8 kph, 71.2 kph post tweak.
16 DHS can dissipate 3.27 hps per second when Mastered, and have a heat capacity of 70.08.
MASC TEST – 22 DHS
Here’s another test with 22 DHS. 4.23 hps (Master) can be dissipated and the heat capacity is 80.16.
MASC TEST – 26 DHS
A mech with 26 DHS can dissipate 4.88 hps (Master) and have a capacity of 86.88.
Analysis
This is a chart of the data collected. I haven’t interpolated the data, so the last second before overheating is not correct – the chart is just to have a better overall view, though.
So, I think that my idea can work quite well. Lighter mechs usually have less DHS so the ability to use MASC for shorter time is a trade off for its lighter weight. Also, different cooldown time should make the MASC more appealing on heavier mechs. Also, since both weight of the mech and number of DHS interact with how long you can use it and its cooldown, how a mech is built become more important.
Clan MASC probably will be hardwired. Mechs that comes with it could also be quirked a bit in order to make it more efficient – that’s the point of quirks, isn’t it?
Final note: this is pure theory-crafting. Perhaps the heat generated could be 1.1/s or 0.9/s but this tweaks can be done only on the field. I hope you like my idea!
Original post: http://red.iswt.it/m...th-numbers/1177
Edited by red devil2, 27 February 2015 - 01:38 AM.