Atheus, on 27 March 2013 - 05:08 PM, said:
I find catching up today I just scroll past the text blocks from certain posters. Hey, new topic: I'm making a new F2P racing game, and every player starts off with access to brand new stock honda civic, ford focus or chevy volt automobiles. Over time they'll be able to earn money to buy their own car where they can add engine and suspension upgrades (to make them actually function like race cars) or even buy a
Formula 1 Car, but generally speaking everyone will be tossed onto the track with whatever car they bring. That way Formula 1 owners who can't cut it against other Formula 1 cars will probably just lose until they're racing their 250 mph race car against the stock civics and chevy volts. Sounds good? Oh, by the way, new players will start off racing against modified ferraris and other supercars, but after losing maybe 30 or 40 matches they'll be down in the brackets where the other newbies and mentally challenged veterans in 110 mph production cars run. This way, whether it be by superior equipment or superior skill everyone can walk away a winner (aside from the newbies they're just fukd)!
Please support my new game!

I have this game. It's called "Real Racing 2" for the iPad. I like to drive in my Camaro, but unfortunately I can't drive multiplayer because everyone drives the same uber car, which you can also obtain by paying into the game. Unsurprisingly most of the drivers can't handle their supercars, and drive em into walls and such, but the game is so forgiving that unless they start the race and leave their iPad on a table, they will be faster than me. This is also a major exaggeration of the mech lab situation here. Yes Trial Mechs are useless but the gulf between SHS and DHS mechs is not as bad as the gap between cars in this game.
Shumabot, on 27 March 2013 - 12:55 PM, said:
In order of ease:
1. Make double heat sinks 1.0 in engine, 2.0 outside, making so that space was actually a meaningful consideration. I haven't done any testing with these numbers, and that could be too onerous to DHS, you run out of space pretty damn fast with dubs. These are spread sheet numbers. PGI could hotfix this with like two hours behind them. This would seriously shift the metagame away from energy boats, which at the moment would be great considering the sheer dominance of the ppc. It would probably hurt non ppc laserboats too badly, but then again those values can be fixed via a hotfix too. These aren't hard to change.
2. Alter heat scaling so that capacity across the board is lowered but cooldown is greatly increased. Right now heat management is a joke. It's a system of containment, not of management. Most of the games powerbuilds can kill most of the others before overheating or function in a way that makes heat pointless (poptarts for instance). This is because heat is capacity first and recovery second, if a mech can take 80 heat and it takes 60 heat to kill something then there is no heat control system. If that same mech suddenly only had 40 heat capacity, but his guage emptied twice as fast it would force him to actually space out his shots (part of that alphastrike metagame people keep complaining about). With this change I would make it so that doubles would have twice the capacity but identical cooldown. A DHS mech would be able to fire bigger alphas longer, but wouldn't be able to sustain as well. This would be a much more major overhaul of the system.
I've thought of a few others, but they're mostly just permutations of these two. I honestly don't understand why they ended up with 2.0 1.4 for DHS numbers. Those are idiotic, anyone could see (and many did see) that they would lead to exactly what is happening now. A 1.5 mil tax on new mechs. I actually suspect it's an intentional tax meant to prolong the grind, but if it is it's a terribly thought out one that severely damages new players experiences with the game and punishes casual habituation.
1. I think on comment 1 it would be much better in reverse and retain the intent of what the original post was all about. What if you made all engine heat sinks count as 2.0, then make singles outside the engine 1.0 and doubles 2.0. In many mech builds, a good proportion of sinks are in the engine, and that's where the major difference occurs.
2. Comment 2 is a little extreme for what needs to be changed, especially in light of clan tech. The main builds that are helped by having the heat scale the way it is are SRM cats and PPC Stalkers, which are gimmicky builds that are able to be beaten if you counter their weaknesses. Even poptarts are vulnerable if you get right up on them and don't let them hop, fire, cool, and repeat on you.
3. We tried DHS as 1.0/2.0 when doubles first came into play and it was proven that it didn't really work, and resulted in a massive outcry against that system. 2.0 all on the engine and 1.0SHS, 2.0DHS outside could work, but I don't see them as coming up on here and re-balancing the game in accordance to what a small subset of the forum population is proposing.
-k