Niko Snow, on 12 August 2013 - 01:27 PM, said:
Question from Chronojam: Are there any plans to increase internal health to capture that stubborn resilience we're told mechs have, to capture the feel of wrangling a giant war machine as various weapons and support systems shut down over time, to diminish the impact of the high-alpha long-range dominance over short range builds, to reduce the odds of a lucky snap-shot or bad maneuver insta-killing lighter mechs, and ultimately to increase time to kill so we feel we're playing a mech sim where strategy and maneuvers (plus a commander's quick decision-making) matter more?
Answer from Paul:
We currently have the ability to do this on a global scale (i.e. all Mechs are affected by the same multiplier.) However, it wouldn’t be pertinent to set this number yet as we are still waiting on HSR improvements. Depending on the amount of time HSR fixes will require, we MAY bump IS health by a small percentage to hold us over until the majority of HSR issues are dealt with. We are going to be looking at this on 2 levels. We need to make sure we don’t end up with a bunch of Mechs running around with no weapons/ammo and we need to make sure we don’t make the armor destruction time shorter than the IS destruction time.
Whichever team is out of offense-capable mechs first should lose. They're mission-killed. You won't end up with mechs simply running down the clock, but that can still happen in the current gameplay with a full-health mech (especially with jumpjets) that hides carefully.
It's also currently still feasible that, for example, two remaining LRMboats can disarm each other as they exchange volleys. Ruling the first side to suffer the loss of all offensive weaponry the match's loser is something that will handle this existing edge case.
The matchmaker and emphasis on high-alpha long-range burst damage that comes in a single pinpoint hit merely makes it less likely for that mutual-disarmament edge case, much like it makes it less likely for a mech to take more than "yellow" damage to anything but the CT.
Furthermore, it seems silly to avoid taking longer to kill internal structure than armor when the point of the question -- and increasing health -- is to make mechs specifically take longer to kill, and stomp around wounded while losing components longer. If you want to add more armor, too, go ahead. Sure. But making a mech take longer to die while in the structure's part of the point.
Critical hits have no significance if the mech dies moments after a breach.