Posted 17 April 2013 - 11:19 AM
In reference to your suggestion about the Gyro module:
PGI has the beginnings of an amazing balance system. Weapons have impulse (force imparted by the weapon impact), and collisions and knock-downs are doable (but are disabled for the time being). If they wanted to spend the time and money on it, they could make a nice, deep balance system that would have sweeping implications for game play.
Give each Gyro a Balance rating (determined by mech variant, as one of the "quirk" options for them to adjust). Make a mech efficiency that would increase this rating. The balance rating would decay as a mech moves, takes hits, runs in to things, and the like. The rating would regenerate over time at a steady pace (lighter mechs should regain balance faster than heavier ones, but should have a smaller starting balance level). Modules (Advanced Neural Helmet, for instance) might speed up balance regeneration or increase available balance level.
An example: Bob is in a Jenner JR7-D. His mech has a gyro that provides 20 balance rating and he regains 5 balance rating per second. If he moves at greater than 75 kph he loses 1 balance regen, greater than 125 kph he loses 2, and if he jumps he loses 4.
Bob gets hit by an LBX autocannon, which imparts 4 impulse to his mech. He also takes seven SRM hits, at 1 impulse each (these numbers are just being thrown out there). That puts him at 11 balance, and he is running flat-out so his regen is reduced to 3 per five seconds. He takes a second LBX hit (another 4) and suffers from several laser hits (damage dealt determines the impulse delivered), for a further 3, putting him at 5. During this time he has regained 2 impulse so he's back up to 7, but then he gets hit by another volley of SRMs, bringing him all the way to 0. He falls over. As he stands again his balance level resets, and he is immune to further impulse loss until he the standing animation ends and he regains control of his mech.
Sam, meanwhile, is in an Atlas. He's got 35 balance in that mech, but only gains 2 impulse per five seconds. He can't jump or move faster than 75 kph, so he never loses balance regeneration.
Sam gets hit by a dual-AC20 volley, suffering 6 impulse. A dragon then rams him from behind, going 85 kph. This collision imparts 20 impulse to the Atlas in addition to the ramming damage, degrading him to 9. The dragon, meanwhile, has knocked itself over by moving super fast and ramming a very heavy target (which degraded all its available balance). Sam turns to deal with the dragon just in time to be hit by another pair of AC20s. He's regained just shy of 2 balance, and loses 6 from the cannon shots, putting him at 5. An LRM volley hits him for a further 6 impulse, knocking him down as well. By the time he stands up again, his balance will have reset to 35.
Obviously the numbers would need to be tweaked and balanced quite a bit, as the above were just taken out of thin air, and looking it over I think the regeneration rates would need to be much higher (making burst damage far better at knocking a mech over, which is as it should be). Still, this change would allow Impulse to be a significant thing by which to balance weapons (the LB-10X might gain a niche use with its super-high impulse value), and it would allow PGI to add yet another thing that players can fiddle with and spend time, c-bills, or MC to improve.