Phaesphoros, on 11 June 2013 - 07:24 PM, said:
This still does not affect the Splatcat, but in the current meta she's not a problem (SRMs too weak), except if the ROF of SRMs would be huge (remember the hugging cats? maybe reintroduction of knock-down? dunno).
Why not free yourself from the problems and restrictions of an explanation? You could add any kind of mechanic with any kind of effect to introduce some balance and add an explanation with hindsight. There could even be multiple subsystems of the mech involved, as long as the penalties are easy to understand, intuitive. (e.g. High peak damage output set various of the 'Mech's subsystems under stress. Don't alpha or bad things will happen. yadda-fluxcompensator-yadda)
I'm curious what you think of the following possible negative effects (some of them you might already have mentioned in the follow-up posts):
- mech shutdown (planned like emergency heat shutdown, unplanned like during power outage <- with longer power-up period i.e. full start-up sequence)
- JJ failure / outage while jumping
- heavily increased fall damage if shutdown during impact on ground
mech speed(stupid, doesn't help against snipers)- torso/arm movement limitations (slower, less acceleration, ..), up to the point where you cannot move your torso (temporarily) and therefore cannot aim
- HUD / sensor failures, vision mode availability / malfunction; also: ECM-like communications interrupts
- immediate damage to internals (e.g. shoot 6 PPCs at once and explode) or to weapons / items (**) only
- inability to fire some (amount) of weapons during the short period covered by this alternate scale; also: weapon jamming (temporarily, permanent)
- reduction of armor effectiveness (like: "hot armor is less durable")
- COF / aiming accuracy
- convergence (i.e. adjustment of direction of weapons to all hit the same spot at different distances)
- missile locks (duration until acquisition of lock, loss of lock)
- (forgot something?)
Sounds like you see exactly what I'm going for.
You say this won't affect Splatcats, but think about what will happen when convergence turns off. Those two ears are extremely far apart, and since they're out to the sides, they'd probably hit the arms of their target more than anything else. Loss of convergence is the key player that affects every build and weapon.
Basically, that's what I did to come up with this system - I had balance in mind, not lore. Once I decided this penalty needed to be carried across the board to missiles as well, I decided that the targeting computer was the best explanation.
I definitely think that shutting down while jumpjetting should cause horrible things to happen (leg damage and knockdown), but that would be totally independent of this system. Basically, what you're talking about is penalizing players for doing things I don't want. We've tried that balancing strategy, PGI is continuing to try it, and I think it's ultimately an unsuccessful approach.
Prevention is the key - not punishment. The TCL essentially just doesn't let you do the thing I don't want you to be able to do. I don't want spammy players to suffer; new players in particular will lack fire discipline. And again, I'm totally down with overloading the computer. If you want to max it out, lose your convergence, and just keep pouring on the pain, I think you should be able to. In my mind, heat penalties, damage, shutdown, and loss of functionality are unnecessary. I'd rather give the player a choice than a punishment.