(Please forgive me, i wrote most of this down at 8 am after having been up all night and most of the morning)
I think I have found a good way to have multiple ammunition types for SRMs and LBX that work for the game, are lore accurate (of course) and dont make weapons (AC/10) obsolete.
The simplest mechanic I could think of was as follows:
If you have a weapon that has multiple ammunition types, you equip that weapon, then equip ammunition for it, either one type, or the other, or a combination of the two. Once in game, the weapon would default to the primary ammunition type. (SRMs would default to normal SRMs, LBX would default to scatter-shot, etc etc.). After you put that wepon into a weapon group, you can then hit Left Alt + Weapon group # and any weapon in that group will switch to the next ammunition type in the list. Short and simple.
as far as balancing goes, I think it would be a good idea for there to be a 7 second down time where the weapon changes out the ammunition types with a Module options to reduce it to 5, then an upgrade to to the module to reduce it down to 3 seconds, or 6 seconds with module to reduce it down to 3 seconds.
the next thing to do would be to balance out the alternate ammo types so as to not phase out the primary ammo types.
the two weapons in the current time line that have alternative ammo types that I found are SRMs and LBX 10 AC. (eventually narcs get an explosives pod, standard AC's get advanced ammunition which arc in on targets, and LRMs get Inferno rounds and then there are ATMs!)
The main focus is how to give the LBX slug ammo without making it a lighter and further shooting AC/10, and the best way I figured out how to do this is to just have the LBX 10 AC slug shot to
a) Have fewer rounds per ton compared to the standard AC/10, 10 shots instead of the 15.
b ) would to make it generate more heat then a standard LBX 10. 2.50 heat placing it in between the AC/10 and LBX 10 AC Scatter-shot.
c) This is the most important balance for the LBX 10 Slug shot out of all the suggestions I could give. By lore LBX auto cannon were faster, shot further and were cooler, but the same damage. For an LBX Slug shot, I think it should only do 8 or 8.5 damage. yes it can shoot further, but its not meant to replace the AC/10, but to give the LBX more flexibility.
This way both weapons could retain their specific roles. If i wanted to waist a ton of ammo, i could do long range pop shots without feeling like im ******* into the wind with my Scatter shot.
SRM inferno missiles would not need as much balancing, they would be able to run the same amount of shots per ton, as they would do 0 damage, but would raise the internal temperature of a mech by 3% per missile impact (up to a maximum of 6 missile impacts before the heat caps off at 18%), with the inferno effect only lasting for maybe a maximum of 4 or 5 seconds per missile impact.
The balance here would be the risk/reward of a mech having to exchange between standard SRMs and Inferno SRMs if they wanted to some how balance keeping another mechs heat up and doing damage to them. (or perhaps mount two and keep one set loaded with inferno and the other set loaded with standard. <The idea would be similar to a flamer in current game-play: Not to outright shut down a mech, but to make heat management more difficult to increase the chances of shutting or increase how long it takes for him to start up again.
The last item suggestion is how to implement C3 so it is not redundant (as MW:O line of sight mechanics currently works like C3 anyway)
What I was thinking was C3, if you had it equiped, could give other mechs information that is exclusive to you. Lets say you have a light mech out scouting and he has Seismic sensor, now what ever comes up on his seismic comes up on the map for every one. This way a Light mech who is scouting out from every one, does not have to try and translate what he sees by either typing or talking over a commander who is leading a drop.
Another effect of C3 is, if you have modules like artilery accuricy or sensor range equiped and one of your near by team mates does not, they could possibly get 25% or 35% effect of that module if they also have C3 equiped.
However if two people have C3, and the same modules, you should not get a bonus off others, that would just be broken. Pretty much C3 would be a way to give other people you work with slight Moduel boneses if they dont have it, or cant afford it yet.
here are the links to C3, Inferno, LBX, and Explosive Pods if anybody is curious!
OmigirMember Since 09 Dec 2011
Offline Last Active Sep 22 2013 11:30 AM
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