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Yet Another View At Heat Management


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#1 MechWarrior849305

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Posted 24 June 2013 - 07:49 AM

Dunno If I should start it in sugs, let it be here to be "food for brains" :)

Let's face it, single heatsinks useless nowdays, ok. And PPC-metagame everywhere.
And to be honest, new idea of PGI to increase heat can't deal effective with boats. (IMHO, 3 PPC pretty much a HUGE alpha, I think 2 of them maybe optimal to compare with AC20. Even "natural" boat AWS could fire 2 and one after 0.5sec).

This is due to zero penalties of overheating.

So, this is what I think:

1) Heat is lower 100%
DHS heat diss. 1.4
SHS - 1.0
Like we have now. OK.

2) Heat =100%, shutdown
Heatsinks are overloaded, suffer great reduce in effectiveness.
DHS heat diss. 0.5-0.7 (much more effective gear in an shutdown mode is an greater drawback)
SHS - 0.8-0.9.
Mech remains in shutdown mode till it's heat decrease to 0% (!). With Elite skill of fast startup Mech has 30-50% chance to startup at 10% of heat.
Please input here math for 20 SHS and 20 DHS to estimate time in shutdown mode (I don't know exact numbers).

3) Heat=100%, override
DHS heat diss. 0.5-0.7
SHS - 0.8-0.9.
Heatsinks are overloaded.
For each of 5% of heat over 100% mech suffer increasing internal damage.

5% - 5% of MaxHP/sec per 2 random sections
10% - 5% / 4 sections
15% - 10% / 4 sections
20% - 10% / all over the mech
25% - 20% / all over the mech
More than 25% - instakill due engine explosion.

Mech in override mode could be manually shutted down. During shutdown mode mech doesn't suffer internal damage, mode is like mode 2) with current accumulated heat %.
With this also implement increase in heat with boated weapons.

So, shutdown mode would be not just annoying, but feared mechanism.

Edited by DuoAngel, 24 June 2013 - 07:50 AM.


#2 AnnoyingCat

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Posted 24 June 2013 - 10:27 AM

if that fusion reactor explodes, i think we are all gonna die

#3 Major_Crash

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Posted 24 June 2013 - 12:44 PM

Like the idea of reduced heat dissipation, not sure about cooling down to 0%.

#4 PanzerMagier

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Posted 24 June 2013 - 01:13 PM

yet another suggestion I'm glad about that will be ignored. 25% is a very small window space to cram so much penalties into. And making a mech shut down from overheat for it to wait till it hits zero? Ha, that'll be fun. Overheat accidently, mech powers back up after the match finishes. Great.

The current heat system is fine. We just need penalties along the way.
Like:

50% heat: convergence is set to 75% instead of 100% poor aim at long range.
75% heat: aim and movement penalty, crosshair begins to subtly sway, mech is sluggish in movement commands, slower turning, twisting etc...
90% heat: heavy penalties to movement, aim and weapon convergence.
100% heat: Mech shuts down from overheating. Override shutdown may be engaged beforehand to prevent shutting down, override shutdown may also be activated after overheating but will incur a heat penalty for re-activating the reactor.
110% heat: Damage is applied to random external heatsinks only. If all external heatsinks are destroyed or there are aren't any, damage is then applied to random weapons/equipment mounted to mechs. If no more weapons/equipment remain, damage is dealt to reactor directly.
130+% Damage is applied to internal engine heatsinks, if none remain. Damage is dealt to rand mech chassis parts.

These penalties apply to the weapon with the calculated heat BEFORE the actual shot is fired.
EX: a stalker with 4 er ppcs is sitting on 50% heat, if it fires, it will jump to over 100% (just an example). The penalties will then incur before the 4 er ppcs have actually fired. As of result, the stalker will then experience the penalties as if it was at 100% heat when firing the 4 ppcs.

The penalties also remain for a set period of time, even if your heat threshold has returned to less than required for the penalty to be incur.
EX: you're at 80% heat, you have incurred several aim and movement penalties, even if you hit your cooling shot to bring you back down to 30%~40% heat, you will still experience those aim and movement penalties for another 4~10 seconds, based on your weightclass and size engine.

This means that it is possible to culumitively trigger penalties... Now that's a system that will punish players for making alpha strike munchkin builds. It will encourage people to make balanced, versatile skillful mechs.

Edited by PanzerMagier, 24 June 2013 - 01:14 PM.


#5 MechWarrior849305

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Posted 25 June 2013 - 09:17 AM

Well, good idea. Yet I think that applying penalties will be the bandaid-only to the game of boats. Everyone, who boats now 4-6 PPC stalkers will use something like 2+ Gauss boats. Like Jager, K2 and Cataphract as of now, and Fafnir, Annihilator or MadCat mk II in a years to come. So, I made not a sug, just a spoken thoght :D





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