pencilboom, on 12 May 2013 - 05:52 AM, said:
man..you're over-sophisticating something that should've been kept simple..
In and of itself, it is quite simple: conventional ballistics (AC and MG) and missiles should require substantially less energy to operate than directed-energy weapons (lasers, PPCs, and flamers) and Gauss Rifles (which are known to be highly energy-intensive).
The boating of conventional ballistics is limited (outside of those few 'Mechs that were expressly designed to do so, such as the
JagerMech) by the weight and bulk of the harder-hitting weapons (AC/10, LB 10-X, and AC/20), and the very poor per-salvo-damage to weight ratio of the lighter versions (AC/2 has a 1:3 D/W, AC/5 has a 5:8 D/W, UAC/5 has a 5:9 D/W) necessitating carrying more of them than most 'Mechs have appropriate hardpoints (and, generally, tonnage).
And that is just the weapons themselves - there are also the issues of needing still more tonnage for adequate ammunition stores, and the risk of ammunition explosions.
The boating of missiles (outside of those chassis that were specifically designed to do so, such as the
Catapult) has similar limitations - while not as greatly hampered by the weight of the launchers themselves, the missile systems tend to have rather low DPS capabilities (LRM-20: 2.95 DPS; SRM-6: 2.25 DPS; SSRM-2: 0.86 DPS) and much the damage-to-weight issues as the conventional ballistics, in addition to not being terribly ammo efficient (aside from the Streak system), having the same concerns regarding ammo capacity and explosion risk, and generally not having the sheer number of hardpoints to effectively boat the smaller (and more efficient) models.
Energy weapons, given their commonness (many designs carry arrays of lighter lasers, which often translates into several energy hardpoints into which players stuff heavier weapons) and light weight and lack of ammo requirement (making them more efficient and less risky), are far more easily boated, even on those chassis that weren't explicitly designed to be "energy boats" (example: AS7-RS as a x4 PPC boat).
Additionally, and for the reasons preciously described, energy weapons "should" "logically/sensibly" be less energy-efficient than their more conventional counterparts (thus, requiring more energy per unit of damage).
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To put some numbers to the proposal:
MG: 0.10 energy per damage (EN/DMG)
ACs (all classes): 0.20 EN/DMG
LRMs: 0.30 EN/missile
SRMs:0.40 EN/missile
Flamer: 0.50 EN/DMG
Lasers (all classes): 1.00 EN/DMG
Gauss Rifle: 1.10 EN/DMG
PPC (all classes):1.20 EN/DMG
AMS: 0.10 EN/sec
Artemis: 0.20 EN/sec per launcher
Beagle: 0.30 EN/sec
Guardian: 0.40 EN/sec
Narc: 0.50 EN/Missile
TAG: 0.20 EN/Sec
Speed: 0.1 EN/sec per kph (while moving)
Jump Jets: 0.1 EN/sec per Jump Jet (while triggered)
Standard Heat Sinks: 0.10 EN/sec per SHS
Double Heat Sink: 0.20 EN/sec per DHS
Engine capacitor pool/reserve: (25 * (rating/tonnage)) energy units
Engine capacitor charge rate: (rating/25) energy units per second
Thoughts?
Edited by Strum Wealh, 12 May 2013 - 09:15 AM.