Forive the use of "." between paragraphs. for some reason the forum's editor won't let Win8 with IE10 format properly.
Big Giant Head, on 27 July 2013 - 10:27 AM, said:
You dont want to restrict player too much or give him too much freedom. Actually everyone has different taste
And that is why I have lived with the current hard point restricitons. Any more than we have today takes it beyond reasonable.
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We know that TT rules had hit modifiers just like MWT has.
I'm fine with more agressive heat penalties, though people will need to realize that this will affect all mechs, not just PPC boats. Again, I can live with that.
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In FPS, damage goes from mech to mech with pinpoint reticule.
Problem is that those weapons and hardpoints are based on TT rules and are introduced in FPS game (MWO) are combined with regular FPS reticule
So main problem is high alpha dmg at concentrated point - high pinpoint damage
What to adress?. Pinpoint accuracy or high damage?
How much damage player brings to battle?
on the TT, Modifiers were used to simulate a pilots ability, since there is no way to replicate that on paper. They simulate things like a pilots need to compensate for their movement, the range and movement of the target, ie how much they need to lead the target, etc... The need for modifiers is a bit less when you can bring actual player skill into play. It is really the ability to group fire that doesn't really have an even translation from TT to PC game, but they have mitigated a lot of that by doubling the durability of the Mech. The reality is, those Dual AC20 hits people fear bring no more relative damage to a mech than they did on the TT.
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Chassis of the same tonnage differ by their hardpoint layout, turrning rate, arms, etc.
If you could make any build on any mech why other mechs even exist?
Whats the difference?
Chassis still have turning rates, torso twist range, arms, etc to make then desirable. Then there is the design of the mech. something as basic as the look. This is a large consideration for many players. For many players, like myself, the look and style of the mech is right up there.
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By overly restricting hardpoints, you also limit the possibilites of new creative loadouts to counter the current OP Mech of the day.
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While I am not a fan of the current Hard Point restricitons, I live with it because it still gives me enough flexabilty to work with it. Anything more restrictive would just put it in the "why bother" category for me.
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Especially variants, why are they here?
Variants are good starting points for custom designs. Often bringing a lot of the equipment without having to everything seperately.
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As soon as PGI introduces large number of chassis and their beloved variants, what is left to differ 1 mech from another? Looks? Paint jobs?
And the existing hard point system. On the other hand, No one will really bother with variants if the hard point system is more restrictive because if it can't fit the current percieved best load out, no one will jockey them.
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There are plenty of other ways PGI could approach things. Non destructive heat penalties for heat approaching 100%, Here are some examples of what can be added.
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Torso Twist radius temporarily reduces by vaying degrees the closer you get to 100%
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Top speed starts to drop the closer you get to 100%.
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Weapons being fired as a group may randomly start firing slightly out of sync the hotter the mech gets as the computer control system starts over heating. Really close to 100% maybe one or two weapons will fail to fire all together on that single click. not like a jam, just a non fire.
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Maybe the reticle can randomly fall out of alignment from the actual convergance point by a couple of degrees due to an overheating computer until the system isn't being pushed at or near max heat anymore.
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Perhaps being at 80%+ for too long can cause the computer to "reboot" the tacticle map and Modules.
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There are plenty of interesting ways to manage things. These ideas would keep the customization of Mech alive, and return actual heat management to the game. All while keeping the spirit of Mechwarrior alive. All without limiting player choice.