Levi Porphyrogenitus, on 16 June 2013 - 03:39 PM, said:
Heat penalties are a good idea, but your specifics are lacking.
1 - Penalties should start much earlier. I like 25%, but it could be pushed higher. 50% would seem like a hard limit to a practical starting point for penalties.
2 - Soft penalties are a great idea, but they should scale based on your actual heat level. If you're at 26% heat, then you suffer a 0.5% penalty to max speed, accuracy, turn/twist/arm reflex rates, sensor range, etc. If you're at 75% heat, then you suffer a 25% penalty to those things (assuming a flat 0.5% penalty per % over 25 on the heat scale). Naturally these numbers are super rough, but they are flat, predictable, and consistent across all builds and equipment options.
3 - Hard penalties are a great idea, but they should not involve random chance. That's why I dislike ammo explosions due to heat, in the context of MWO. I prefer a system where you distinguish between Override mode and Shutdown mode. If you're past 100% heat, you take internal damage to all locations with engine critical slots (CT for Standard engine, LT/RT/CT for XLs), if you are in Override mode. The damage would be low per each individual tick, but would tick pretty quickly and would add up if you consistently push your heat. If you push past 125% heat then you take damage even if in Shutdown mode (and double damage in Override mode while past 125% heat). If you push past 150% heat your engine dies outright and you are destroyed (your engine goes into an emergency shutdown that can't be overridden until it undergoes a full maintenance cycle, so it's a mission kill).
The idea would be to make it harder to fight effectively when running hot, making a properly cool build advantageous. It would also be punishing to overheat your mech outright, especially with 4-6 PPCs that push you way past 100%. Finally, it would make rapid, high-heat damage output much harder to apply with precision, since it'd introduce margin of error to your aiming (I imagine it might just change your effective convergence point by a certain amount, say 0.1 meter per degree of excess heat, which would give a 5m convergence error at 75%), thus reducing the sustained deadliness of 4-6 PPC builds (and 2 AC20 builds as well, since those tend to run hot). It would limit damage concentration (and with lower responsiveness to the controls it would make compensating a bit harder), which is most of what needs to happen to fix the high-alpha problem.
I have to say that I fully disagree with your first two points. 25% is far to low to start penalizing people. Mechs are designed with a certain amount of heat tolerance in mind (100% of the capacity) and to start punishing them that early I feel is arbitrary and has no real benefit. There will be no point running ANY large laser based weapons if that were the case, because every single time you fire you're incurring penalties.
Certainly the soft penalties can start kicking in lower than 80%, but I would be hesitant to suggest anything less than about 65%. But I also feel that time spent hot is key. If you are running hot consistently then you'll start feeling heat stress like any machine does. So you can run at 80% for 1 or 2 seconds without much issue as long as you cool off quickly, but when you start getting to 3, 4, 5 seconds the soft penalties start kick in.
I also disagree with override being the only function that brings hard penalties when overheating. Overriding should bring very severe penalties because you're preventing the Mech's systems from protecting themselves, but anything over 100% is still going to damage you whether you override or not because you're exceeding the tolerance levels of the chassis.