I did some compilation for a next MW game some years ago, in the hope for one coming some day.
Here is a short version first, followed by a longer one:
Reality factor against game factor:
There is the possibility to try to explain nonsense by doing right arguments, so that things sound more realistic. But there is also a way by trying to make realistic physics more playable and enjoyable, which is a better way to develop science fiction games.
Skill factor:
Easy to learn, but hard to master! Simplicity of total view, but complex details. Small details make the whole thing.
Scale and range factor:
Average mech size: between 8 – 14 m. / maximum detecting range something around 2 km
Correct scale factor of mech size compared to range. (This would need adapted terrain which will be more realistic) (Balance issue / link: weapon ranges and velocities)
The role of mech on battlefield:
Mechs shouldn’t be overpowered against anything. Their advantage is by being mobile.
A bit weaker against tanks / air units / elementals / infantry (mines) as in MW4.
At least a tank with same tonnage should be equal to a mech with same size, but not to mobility in bad terrain. (Challenge issue)
Mech designs (battletech):
There is a need to fix dumb chassis battletech types, by making them more effective with old battletech appearance, by fixing of too low arm position, etc. (Balance issue, less overused and under dog chassis types, there will be anyway some)
Visible weapon configuration via mounted weapons on the mech, is better that firing missiles from a gauss rifle. (Against eye cancer / personal customization).
Implementing of more hit boxes (not to many), by splitting frontal CT in 4 sections, arm in 6 etc. Let say 1 average hit box with an area of 1 m². (Balance issue / link: weapons damage model: splash and penetration damage)
Slot system:
Electronic slots:
choose your 4 from 10 (or more) electronics! Limited by volume not by weight. 4 additional electronics > maximum 4 t. (personal customization issue)
Command module: allowing to share radar sight and lock on (no more useless scouts)
Radar detection: affected by rocks etc. (no detection then only blinking of point on the radar)
Enemy appearance in radar range, not suddenly, dark blinking first on the radar, then faster blinking , then lock on (all this stuff in range frame of 100 m, at max. detecting range)
Weapon slots:
Similar to MW4 slot system with mixed slots: ballistic/energy, ballistic/missile, energy/missile, omni, energy, ballistic, missile.
Finer segmentation of slots would allow better balancing. Bulkier but stronger medium laser / 8 segments for Large Laser and not 2 as in MW4.
boom 1 ... simply removed
Edited by Liam, 12 January 2012 - 03:47 AM.