Narcisoldier, on 01 July 2013 - 10:56 AM, said:
Mechwarrior has always been an FPS "skinned with lore." The sooner the devs unshackle themselves from tabletop, the sooner balance will improve.
It doesn't really matter if they "unshackle" themselves from the table top or not. What matters is that they get a real grip and really understand the intracities of their game.
A lot of balance discussions use the table top as an example to compare to, but you can also completely ignore the comparison part and focus on the meat.
Here is one simple balancing approach:
The effective weight of a weapon system should be determined by:
- The Weight of the weapon itself
- The Weight of the ammo needed in a typical match
- The amount of heat sinks to counter the heat of the weapon.
Weapons of equal worth should have equal weapon system weight. Worth is determined by damage potential, range and precision/aiming factors like projectile speed or beam duration. How this is determined is what the developers have to figure out, which they can use gameplay metrics and mathematical models for. (Get data, formulate a model, apply it for tweaks, ge tnew data, adjust model...)
I can compare to the table top and show how it worked (and where it failed), but I can also show how PGI fails.
4 PPCs:
If you wanted to counter the complete heat of each PPC, you would need 20 standard sinks or 10 (True) DHS per PPC. That would put the weapon system weight at 27 for each PPC.
But i practice we know yo udon't need tha tmuch. Why is that?
Because you have a huge heat capacity. You can afford to accumulate heat without being to completely dissipate it.
And now it gets really complicated - the heat capacity is high. A single PPC can basically be fired without any extra heat sinks for a long time. But the more PPCs you add, the more heat sinks you need to add per PPC (not just more heat sinks absolutely - more heat sinks per PPC).
This makes it very hard to actualyl balance weapons well - the heat capacity gives you a large window to operate in, and can act funky when you add more and more weapons to your mech.
But a crucial landmark might be: How much damage can you press into your heat capacity and the bit of dissipation you have before you overheat? If that damage is too low, then your build will overheat before the enemy is dead, and if there are more heat efficient builds, they will fare better against you. If the damage is high enough, you might be able to kill the enemy before you overheat. Unless there is a build with even more DPS potential before your shutdown, you now have a winner build. Even if it lacks heat efficiency.
Overall, this creates a very difficult setting to balance weapon system weight.
The system would be easier (but not perfectly so) to balance if the heat capacity was much lower. Then a heat inefficient build will usually not break the "barrier" of dealing enough damage to kill an enemy before shut down, and you must build a mech closer to the heat neutral ideal. but there stil lneeds to be let some room, so there is reason to not build heat neutral and risk overheating, becaus ethis can up your DPS and you might be able to kill some enemies earlier thanks to your hotness. But not enough, because then you end up with overheating monster boats like we have them now.
I didn't compare anything to the table top so far, but now I will:
Due to the heat penalty system in the tabl etop, it worked out reasonably well in this manner. Just gaining 5 heat per turn could turn your mech into a really hot beast that would suffer from the heat penalties. A 6 PPC build with just 15 Double Heat Sinks would never be practical.