Heat
Everything a mech does causes Heat. Heat should be playing a larger role in combat. A good example is the constant alpha strikes and crazy load outs MWO is able to do. It is turning this game into micro second exchanges. " How many alphas can I get off before I get close to overheat?" is a valid approach for a load out plan.
The consequence, so far in the game, is if you generate high heat, there is a chance to 'Overheat' at the top of your heat scale. Engine dies if overheat stays high? Ammo explosion, but only at the top of the heat scale after overrides.
The game MWO is based on, has a method that can turn this game back into using tactics, versified load outs, and engagements that gives everyone, especially new people, a chance to get into the match.
It is designated heat effects that intensify as the scale goes up. The specifics on this suggestion are only that. A suggestion. I am sure your designers can implement some kind of system that works, but as of now, heat is maybe a secondary concern.
Heat should be generated from Movement (Walk speed heat, Flank speed heat), Weapons fire & Damage, jumping, Engine hits (each hit up to 3, generates heat), ECM, BAP.
To keep this as uncomplicated as possible, here is a suggestion.
Heat Scale:
Redo the heat scale gauge to provide a measure of excess heat that is not being dissipated.
Have the scale change in color as the temp rises to indicate to the pilot where the heat level is at a quick glance.
Status:
Green - Mech operating in state where Heat is being dissipated with no effects.
Yellow/Orange/Red - excess heat beyond the mechs Heat sink capacity - as the colors change on the heat scale, effects begin to accumulate
Effects:
Green - no heat effects
Yellow - Mech Speed is affected by a small percentage
Orange - Mech Speed decreased more, Mech torso movement is slowed (affecting Aim), small chance for ammo explosion located near reactor, mech shutdown only surpassed by override.
Red - Mech Speed further decreased, Torso movement affected further, Weapon recycle times affected, greater chance of ammo explosion near reactor then ammo location in an appendage, Mech shutdown imminant at top of heat scale.
That's it.
Putting heat as a factor back in the game will help promote more heat efficient builds, a game where attrition is now possible, and matches that will need some thinking outside of the current box.
Alpha strikes can still be fired. But not without a consequence. Instead of a norm, they would be effective in specific situations.
Thank you for reading through this!
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Heat - Get'm While It's Hot!
Started by Rajun, Mar 29 2013 12:05 PM
3 replies to this topic
#1
Posted 29 March 2013 - 12:05 PM
#2
Posted 29 March 2013 - 12:17 PM
will just change from energy weapon alpha strikes to gauss alpha strikes and missile strikes.
#3
Posted 29 March 2013 - 01:38 PM
Heat is heat. Energy or ballistic.
Weight is a factor, but there needs to be drawbacks for building up heat to levels where you border shutdown.
Changing graphics this late in the beta may not be something to they want.
Weight is a factor, but there needs to be drawbacks for building up heat to levels where you border shutdown.
Changing graphics this late in the beta may not be something to they want.
#4
Posted 29 March 2013 - 04:47 PM
Rajun, on 29 March 2013 - 12:05 PM, said:
Red - Mech Speed further decreased, Torso movement affected further, Weapon recycle times affected, greater chance of ammo explosion near reactor then ammo location in an appendage, Mech shutdown imminant at top of heat scale.
At that Heat level, why not just remove the Elite Pilot skills bonus, until heat is reduced back to a semi-warm state
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