Stage 1: The reticle jumps occasionally at random times in random directions for only a fraction of a second. Just enough to break the concentration of someone staring at the reticle (sorry for the MS Paint graphics, but my graphics workstation STB'd). Also note that the reticle jump does not affect where the weapon fires, rather is just a graphical "bug".

A more prominent Stage 1:

Stage 2: A fading of the reticle is followed by a short jump. Aiming is still possible, but at a slight disadvantage.

Stage 3: Reticle disappears for periods of time in addition to the above.

The idea: The heat system in TT was one way to discourage high (especially extended) heat running. It imposed several penalties other than damage and shutdown. In MWO, we have no penalty until shutdown. This system is designed to distract the human element during high heat.
LRM (and SSRM) Update Edit: It was said by Sheraf that this idea would affect direct fire weapons, but would have no impact on LRM. I agree. My proposed idea is to begin delocking at a 50% rate when the reticle fades. If the reticle disappears, then delocking occurs at 100% rate.
Fluff: The targeting computer is running hot and starts accumulating errors. At first, it is just a minor, fast glitch it can overcome. Later, it starts having power problems and cannot maintain full power (thus dimming of the reticle). By stage 3, It cannot run at full power for any length of time. It tries to, but continually has to shut down with too many errors and too little power. This idea also supports why an LRM boat cannot maintain a lock at high heat.
What this won't do: Stop initial alpha strikes. Your reticle will be fine under "normal" heat conditions. It also does nothing about convergence.
What this (hopefully) will do: Increase the difficulty of follow on shots, especially at range. Lower alpha builds will be able to fire sooner with better accuracy, while high alpha/high heat builds will have to wait longer to have a non-invasive reticle. They can still fire, they just might not have the best HUD to accomplish the shot. High skill "hardcore mode" gamers will be rewarded as they will overcome some of the above, but the average Joe should no longer be Charles Whitman in a tank. The end goal: increase skill cap for high damage short duration builds from a distance.
Follow on ideas: Modules and skills to reduce the penalty. Modules especially would be competitive for marksmen, hopefully to the tune of reducing seismic sensors as the be-all-end-all of modules. Call them targeting computers, just like in the TT.
My next endeavour (once I can get my machine back up) is to include a pilot heat penalty (think reducing color saturation, blurring and fading). The pilot heat penalties would work on a bank system where they do not apply until prolonged heat exposure occurs (say 10 seconds at over 50% heat causes a stage 1 pilot penalty, reduced color saturation).
Edited by FatBabyThompkins, 17 July 2013 - 06:41 AM.