I believe my proposal is much more realistic and gives the pilots a tangible and believable solution without breaking the game, while leaving pilots some headroom for customization. It also gives some chassi and variants more viability and time to shine as they are designed for specific builds. Surely it can be implemented in a manner that wont heavily impact netcode.
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Consider this:
Energy Weapon Solution:
Small & Medium Energy Weapons are not effected by any penalty. No energy platform is really overpowered. The Swayback as example is no more formidable than any other Hunchback variant.
Large & Assault Energy Weapons [ERLL, PPC, etc] generate a lot of heat. Carrying/firing one (or two) has no penalty; the chassi is expected to handle the heat output reasonably well. Firing more than one puts extra stress on the chassi, the heat has to be dissipated faster, so each weapon then requires one heatsink each in the same torso/limb to avoid a penalty. This can be a DHS or a SHS. This solution also forces the dreaded ER PPC boating stalkers to utilize SHS's in order to have enough room to avoid the penalty, or to utlize PPC's instead to viably avoid heatsink requirments.
Penalty will be experienced when firing multiples before approximatly 50% of the previous weapons recharge cycle, and build up expodentially the more weapons are fired; when the Heat Sink Requirments are not met.
(Some stock builds carry 2 or more of these weapons; the penalty may be light enough for it not to be an a crippling issue, or those specific variants may have a slight & unique heat perk to handle it.)
Possible chassi to give heat-management perks is to the Awesome, since it is a large energy platform.
It is probable that DHS & SHS will require some balancing to make this work optimally. Additional heatsinks on the mech will work as normal, but will not negate the heat penalty; as the heat from the weapons will take longer to be expelled.
OPTION 2: Make independent heat scales for each weapon, reflecting heatsink placement, as well as overall heat disipation. Firing 2 weapons in the left and right torso can cause the center torso to heat up more, making the weapons cool down a little slower as the heat spreads. Firing a weapon in each arm how ever has little effect on eachother, but does effect the side torso's etc.
LIGHTBULB: While your developing UI 2.0, you can also implement a 2D graphic for the pilot to consult in the mechlab that shows the direction and intensity of heat spread and dissipation using orange & red waves during a hypothetical alpha strike. It will give the pilot a tangible idea of how effective their modifications to the chassi are.
Ballistic Weapon Solution:
Light & Medium class Ballistic Weapons [AC2/5/10, MG, LBX-10 etc] are not effected.They require more skill to fire and succesfully kill with.
Heavy & Assault Class Weaponry [AC20, Guass, LBX-20 etc] causes much more recoil. Firing one causes the chassi to shake/rattle slightly. Your crosshairs and aiming will be effected for approximatly 50ms similar to using Jump Jets but to a lesser extent (depending on the chassi/variant).
Firing 2 at a time will cause either
A ) Full Accuracy & Cause the entire chassi to shake/rattle considerably high for 160ms,
B ) Loss of Accuracy & Throw off the trajectory of both weapons, with 60ms shake.
Possible chassi to give perks for 'less penalty' would be the Jagermech. The Jagermech has significant recoil compensation, and it would make up for it's lack of armor.
Missiles & Rockets:
LRM's, SRMS & SSRMS should be unaffected; they are fairly ballanced, and while can deal much damage, are not formidable enough to destroy entire enemy teams due to the essentialy removed splash damage.
Thankyou, please take my proposal into consideration. It should be far more viable than what has been presented to us as a solution.
Sincerely,
Scarcer
Edited by Scarcer, 12 June 2013 - 04:27 PM.