As much as I cringe when I hear people suggest the introduction of ANOTHER mechanic to balance, I think this could be made simple, and I'd like to see where the forum could take this, if anywhere, so give me your input!
Basically you have a separate value, a 'power system' in the way we think of circuit breakers. Give each weapon a 'current value' - meet or exceed the engine's limitation and you auto-shutdown.
In the example he gave me, we use 50 as the engine value, and place weapons along the line, very similarly to the heat scale - if ERPPCs' voltage value is something like 15, you could conceivably alpha 3 of them, but the engine cap of 50 also only allows 5 more 'volts' or what have you, which means you have little in the means of remaining weaponry or tech (ECM, MASC).
What this means is a full on alpha with a max voltage will shut you down immediately, but cycle firing many weapons would be acceptable.
Another idea tossed about instead of a binary on/off voltage metric, the dissipation could be tied into recycle time - charge dissipates after recycle, which would slow combat down some without having to tweak damage.
This could, IMO, add a very interesting aspect to mech design and usage in MWO - you'd have to seriously consider what weaponry and gear is worth bringing to a match, and commit to a role if you want the ability to use loads of heavy, similar weaponry.
I honestly just wrote this as a loose transcript of a conversation over Steam in the last 20 minutes, so this is something of a thought experiment, but what do you guys think? Its not thought through massively, but could we tweak this to work somehow?
Edited by Tarrasque, 12 June 2013 - 06:39 PM.