WARNING: Really long post.
East Indy, on 20 June 2013 - 08:48 AM, said:
Why would armies run around in impractically giant robots? Reality got left behind a long time ago.
Exactly true- there is no limit on weapons simply because BT started out with the flawed concept of fusion plants providing magically huge amounts of energy without ever needing to be refueled and only the speed of the mech is affected by the size of the powerplant. I'm sorry (especially to the person who thinks particle cannons are not real- google is your friend) but particle cannons need HUGE amonts of energy to do what the game wants them to do. This fact more than just about anything makes things unbalanced. It shouldn't be possible to run 9 medium lasers in a medium 'mech or 6 ppc's in an Assault 'mech simply because after maintaining the fusion process (takes energy), spinning up and maintaining speed on the gyro (which takes constant power as every movement will deplete the energy in the flywheel) and powering the myomer bundles for movement (takes power), sensor suite (takes power), life support for the pilot (takes power), maintaining heat sink efficiency (takes power to move the heat to the heat sinks in some cases - otherwise the arms and legs would have separate heat stacks from the torso) there really can't be that much left over to power the weapons. Hence you still see projectile weapons in an age with PPC technology. Oh, and dont forget the jump jets, if installed.
Nothing has 100% efficiency, to get the joules to burn through armor on 'mechs you need to provide more joules. CO2 lasers have an "unusually high" efficiency of about 30%, meaning the rest of the input energy is lost, mostly through heat.
Convergence, no heat penalties except for possible shutdown (and if you are very unlucky, getting blown apart) and the fact that even with 3050 tech, we are all essentially driving clan omni-mechs, when added to an MMO based on a flawed game concept and that is basically nothing more than outdoors Solaris VII style melee matches equals min/maxing to the hilt to WIN.
Possible Fixes:
Use moa and ballistics (where applicable) to determine accuracy - the further away the target is, the less likely you will hit all in one spot much less one hit location. Even precision sniper rifles require bracing and calculations out the wahzoo to put shots in the exact same spot. Yes, there are snipers who can almost magically do so simply from skill, but they are the exception, not the rule. Snipers are also extensively trained.
Bring in the TT heat rules - a very simple fix that will affect targeting, movement and balance. Heat affects electronics badly, equipment gets stressed and can fail and people pass out. Having your pilot black out and sit there with a still running 'mech makes him an even bigger target than one shut down from heat - and when that happens having the 'mech still show up on thermal vision is a good idea (haven't checked to see if they do yet). In either MW2 or 3 I purpose built a 'mech with 5 or 6 PPC's on board. There was an earth shattering kaboom when I alpha'd them (although I might have run the heat up a bit first, it's been a while). I also giggled like a schoolgirl for a good two minutes.
Get rid of magical gyroscopes that alow an Atlas to climb near vertical mountains and walk along impossibly narrow ledges.
Make it possible to fall down in a 'mech- getting knocked down only when dead is silly. If I charge your 'mech, I should have a chance to knock you a$$ over teakettle or get knocked on mine own butt when I bounce- mass counts, use it. Getting up from prone is easy(ish). Getting a 'mech up from supine is tougher. If I walk on a narrow ledge or bridge, can it support the weight? What if I run? Land from a jump?
Harder to do would be to make walking and running 'mechs some sort of balance contest. I dont think running full speed in circles while twisted fully left so you can orbit your target (who must then spin in a circle to play catch-up) should be a penalty free activity. These are upright 20+ton machines - the human balance system isn't a magic self correction system. I still trip just walking myself. Add in being 12 meters or so in the air guiding a 20 ton metal robot using your own biological balance system? It should be possible to fall down. As I said, hard to program in any useable way but it is still an idea.
Get rid of full customization. We are not driving Omni-mechs here. It should be possible to do some customization (possibly with a variety of penalties) and maybe allow for custom models of existing 'mechs, but the 'mech construction rules for TT were just as broken as any MMO. Don't even allow full customization for Omni's. Its been a while but iirc there were limits as to what could be placed in the swapable slots.
As an example, you have a 'mech with an AC standard in the arm. Replacing it with an energy weapon should be tough - in reality you would have to run entirely new power to it, you wouldn't gain back some of the mass of having an AC there as it would be additional bracing to deal with recoil and you would have to completely alter the targeting software to stop it from trying to take ballistics into account when firing the now LOS weapon. Probably have to modifiy the heat system as well since lasers have a higher net "internal" heat emission. Then we get to modifiying the armor to account for the new shape....... Now try to put a bigger AC in that same slot. Ammo runs change, additional bracing for the extra recoil etc. ad nauseum. Yes, that is the "extra critical slots" but these are not lego's
™.
Really I could find all kinds of things needing attention. Nothing built is easily modified after manufacture with completely different parts.
Changing the missions to actual missions rather than capture the flag or kill 'em all melees. The LRM boat is useless for an infiltration mission where you lose points for firing your weapons or damaging other 'mechs. Make the missions realistic, where you need the light 'mechs for recon, the medium 'mechs for strikes and heavy 'mechs for fire support. Assault 'mechs are just that - assault 'mechs. Thats what they do. Hanse Davion wouldn't send an Atlas to do recon, why should we? If blue team has the mission goal of getting to point x and "retrieving item z" and then get back out without engaging the enemy, red team has to prevent anyone from crossing a certain perimeter and therefore has to patrol said perimeter looking for invaders, when blue team takes out red teams Lance A in a firefight, blue team loses points because they didnt stick to the mission. Red team gets bonus points if they stopped them cold, less points if not, and loses points if they get through without making contact.
Bring back "fog of war". The map shouldn't tell you where everything is. Put in a lat/long system and give the players a mission brief with locations listed in there (make the nav comp porgrammable to input these locations) and have a possibility for error. A camp 3km away from where "intel" thought it was is a real thing - again, recon 'mechs*. So is expected force levels being somewhat off. Each mission doesn't absolutely have to be 8x8. I would be happy trying a recon mission 4x12 - even 2x14. I don't understand the 16 player limit but if it's a hard limit, oh well.
*- also makes the UAV module much more useful if it does what it should, makes sensors and ecm that much more important and makes the players
think, the best part of all.
Make the maps larger.
Everything that goes into a 'mech should take up critical slots. Everything.
Add rearm and repair.
/off soapbox
This is entirely long enough, and I am sure those who only care about their stats will completely disagree with me, but hey- my 0.02 c-bill worth
Shadowdragon
Edited by Shadowdragonne, 20 June 2013 - 08:42 PM.