- Speed of Shooter (moving faster reduces shooter accuracy)
- Speed of Target (a fast-moving target reduces accuracy)
- Range (Whether or not the weapon being used is inside its optimal range bracket - Gauss is inaccurate at close range, but accurate at long range)
- Heat Level (higher heat levels reduce accuracy of the shooter)
We'll start with the reasons for including a Cone of Fire system.
The Good
- It actually adds a skill requirement to the game. In order to be able to have accuracy, players must actively manage different aspects of their battlemech. This includes trying to maneuver properly to ensure that weapons are inside of their optimal range brackets, managing heat as a risk/reward system (if I fire faster I can do more potential damage, but I risk losing accuracy). Movement speed becomes important - I move quickly to evade enemies and more slowly (even if just tapping 'full stop' for a heartbeat to bring me down a speed bracket to increase my accuracy for a second) when I want to fire. Torso twisting still has a place in the game as pilots can torso twist to protect certain parts of their mechs.
- It adds more "Battletech Flavour". In Battletech most mechs were not equipped with extremely powerful targeting computers - the systems they used were old and prone to missing shots (as evidenced by the use of random hit mechanics in the tabletop game).
- It reduces the ability of players to land pinpoint alpha strikes, which are a contentious issue in the game at the moment.
- It promotes a game of attrition (which I also consider to be the spirit of battletech). Since pilots will often be spreading damage over their targets, the game becomes more about wearing down the enemy and doing the best with what you have left (instead of losing a CT with the rest of the mech untouched).
- It adds a layer of weapon balancing currently absent from the game. Weapons such as the Gauss Rifle and PPC can now be balanced in a fashion similar to the way they were in Battletech.
- Players feel like the system is punishing them. It's very frustrating to miss a 'almost guaranteed' shot against a target. Some argue that the system decreases the need for skill but, as above, the skill is simply tied more into system management.
- Light mech engagements become a nightmare. Two light mechs circle strafing each other at high speeds will both suffer large penalties to their accuracy. If these penalties are not balanced well a large number of misses will take place, frustrating both pilots.
- SSRMs become relatively stronger than similar sized SRM racks
- The system may encourage boating for several reasons:
- It's easier for pilots to manage 2 of the same thing than 1 each of 2 things
- The "if I miss with the first one I might hit with the second" phenomena
- It's easier for pilots to manage 2 of the same thing than 1 each of 2 things
- The HUD may become unwieldy if recitules are added for every weapon system on a battlemech. If I have a Large Laser, a SRM rack and an AC/2, I need 3 reticules to be able to reliably track my Cones of Fire for each weapon.
What do you think?