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A Comprehensive Heat Solution


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#1 James The Fox Dixon

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Posted 30 July 2013 - 12:23 PM

In translating the heat scale of 30 points to a real time game requires the use of percentages. Since the heat scale goes up to 30 requires the division of 100 by 30 to get a result of 3.33% per point on the table. The heat scale gives many detrimental effects to mechs running hot at various points on the scale and can easily be coded into the game. The following effects are present at various points on the heat scale: Decrease in movement, ammo explosions, affecting aim, shut down of the mech, and you dying from the heat. I will be using percentages for when these effects occur as the current game uses a percent scale for heat. The effects will also be translated into percentages for the sake of clarity and ease of reference.

Movement effects: At 16.65% on the heat scale, the mech will slow down by 12.5%-20%, depending upon weight class, and its top speed is limited by the same amount. At 33.3% on the heat scale, the mech loses 25%-40% of its movement and top speed. At 49.9%, the mech loses 37.5%-60% to movement and top speed. At 66.6% on the heat scale, the mech loses 50%-80% of its movement and top speed. At 83.3% of the heat scale, the mech loses 62.5%-100% of its movement and top speed.

Ammo Explosion Chance: Ammo explosion chances occur at 63.3%, 76.59%, and 93.24% on the heat scale. At 63.3% the ammo has a 33% chance of exploding. At 76.59% the chance is now at 50%. At 93.24% the chance is now at 66%.

Effect of Aim: At 26.6%, aim is thrown off by 8.33%. At 43.29%, aim is thrown off by 16.6%. At 56.61%, aim is thrown off by 25%. At 79.92%, aim is thrown off by 33.33%. This can be represented by the reticle expanding with a shake.

Shut Down: Shut down of the mech occurs at the following intervals: 59.94%, 73.26%, 86.58%, and 100%.

Pilot Death: Beginning at 60% the effects similar to a black out would occur until the pilot ultimately dies when the heat scale reaches 100%. The screen would start to go black around the edges then fill in completely at the time of death.

This would work off of the TT scale of Heat Sinks plus 30 for the threshold then the effects would kick in. Dissipation is unchanged.

Edited by James The Fox Dixon, 01 August 2013 - 06:57 AM.


#2 Jack Lowe

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Posted 30 July 2013 - 02:29 PM

I like the idea of heat penalties, and the post is well written and thought out on their specific point of implementation. I am a bit reserved on retaining the current heat dissipation system in conjunction with them however. Reason being with the OP as suggested firing 2 large lasers even with 20 heat sinks would incur penalties. This shouldn't happen in fact firing most weapons in tandem would incur penalties. The solution is to reset the heat scale on the HUD. 0% being the max. amount of heat that the mechs heat sinks can dissipate. Anything above that incurs heat and therefore penalty. The reason this idea is avoided is because of the ability to create heat neutral builds that can spam alphas without incurring any heat. Solution at least in part is to make the dissipation over 10 secs. 20 heat sinks will dissipate 20 heat in 10 secs. or some percentage there of for balance sake. Leave weapon recycle as is. Now a player can fire at the current rate if he wishes but will probably pay a price in heat for doing and the attendant penalties for doing so. Thoughtful selection of load outs and firing groups could avoid or mitigate this however spaming alpha's will be resolved except on builds that contain very few weapons in proportion to heat dissipation ability. These two ideas in conjunction could make for a workable heat system. However IMO the devs. are more focused on making their current iteration of heat workable and are looking more to adapt it at this time as apposed to tossing it out and looking for new ideas.

Edited by Jack Lowe, 30 July 2013 - 02:30 PM.


#3 stjobe

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Posted 30 July 2013 - 04:42 PM

You've misunderstood the BT heat system. The heat cap in BT isn't 30, it's (# of SHS or 2x# of DHS) + 30.

A 'mech with 10 SHS doesn't get a penalty until it generates 15 heat (37.5% of max), and a 'mech with 16 DHS doesn't get a penalty until it generates 37 heat (60% of max).

#4 James The Fox Dixon

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Posted 30 July 2013 - 05:06 PM

View Poststjobe, on 30 July 2013 - 04:42 PM, said:

You've misunderstood the BT heat system. The heat cap in BT isn't 30, it's (# of SHS or 2x# of DHS) + 30.

A 'mech with 10 SHS doesn't get a penalty until it generates 15 heat (37.5% of max), and a 'mech with 16 DHS doesn't get a penalty until it generates 37 heat (60% of max).


I understand that, but I was using the current system in place for both dissipation and heat thresholds. It is easier from a coding standpoint to use an existing system then create a new system that has bugs etc...

#5 James The Fox Dixon

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Posted 30 July 2013 - 06:05 PM

I went with TT values for determining threshold.

#6 James The Fox Dixon

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Posted 31 July 2013 - 08:27 AM

Bump.

#7 James The Fox Dixon

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Posted 02 August 2013 - 06:50 AM

Bump so it doesn't get forgotten.





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