HansBlix WMD, on 03 July 2013 - 08:20 PM, said:
The idea kind of makes sense. If two bullets hit the same shred of armor at the same moment they can't both damage it. Or if you've put a hole in a side torso, the next PPC might just pass right through instead of hitting something.
What about lateral shots which would penetrate the side-torso into the CT? Battletech allows for damage transfer to accommodate the hit-roll. Assume that in Battletech, a pilot aiming at and hitting a location that was already destroyed would otherwise simply have aimed for a good location instead of one already destroyed (the result of a successful hit). It is a simple system, but unless we have detailed damage effects (IE, a limb being partially blown off at a joint, for example) - the damage needs to be applied to the full location.
If a full list of criticals could be damaged (cockpit elements, engine, gyro, actuator, equipment), a system implemented like World War II on-line (or perhaps World of Tanks? Never played) would create an element where precise location damage and armor penetration would have a pronounced effect.
The only way I could see weapon damage diminishing returns be defended, is to have a full-power recharge time be greater than the weapon-cycle time; PPC's having a 10-second recharge (to full power), and any duration less than wouldn't allow for full damage/charge (energy weapons similarly timed, with Pulse LASERs having a faster recharge.)
As for implementing hard-point size restrictions OR with further weapon restrictions, is NOT a part of Battletech history, lore, or spirit (ref. Battletech Compendium Battlemech Construction rules). Yes, some units will be restrictive by Hardpoints, and some obsolete others (the old Stalker < Awesome argument) - but what I think people are forgetting, is that many of these units were built by different manufacturers, different Houses, and weren't always available to everyone. Here, we Lready own our chassis which won't be taken away from us (reset), but with Community Warefare, it'd be nice to see an amount of immersion that would have restrictions of availability. As it is now I could see no variation between, that may eventually have three different Mech-labs: Rentals, Owned I.S., and Owned Clan - which will set players into separate queues (Clan vs I.S.)
SO. Performance restrictions because of chosen builds? Ridiculous.