Lykaon, on 14 August 2013 - 12:52 PM, said:
This is actually the core issue.
MWo pulled the armor mechanics directly from the table top game but failed to include enough supporting mechanics to prevent exploitation of the armor mechanics.
One big problem is most of the supporting mechanics from table top do not translate to a shooter game.
First - if you're defining "shooter" as a game in which you have DIRECT control over the aim of the weapons with NO "mech (or any other) layer" in the aiming equation ... NO ... an MW video game is NOT a shooter.
"do not translate to a shooter game" - yes, they do, if you're not using the definition of shooter just mentioned.
Instead of just assuming this, I spent the time to see if it's possble, by .. heresy ... actually going into the TT combat mechanic and numbers and format, and seeing if they could work in realtime, without screwing player skill and choices and making for a un-fun game.
They do.
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Random to hit numbers based on fixed variables modifying target numbers.
Random hit locations based on fixed values.
To-hit numbers that simulate the environment and the battlemech's part of the aiming equation; hit-locations based upon the battlemech's ability to aim each individual weapon (confirmed by the makers of the lore).
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Longer refire rates.(Battletech is based upon a 10 second turn that allows each weapon to be fired once in a turn.In MWo we have on an average 2.5X faster refire times)
You don't need to use the 10 second turn time as a recycle rate for the weapons. Heat is the mechanic that DOES touch all weapons - "can I fire this turn, can i actually hit my target this turn" is affected by heat - for all weapons in a mech.
Any weapon firing faster than 10 seconds would run hotter. Slower than 10 = cooler.
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Progressive penalties for higher heat scale values.In MWo we have a heat system that is either fully function or shut down with no in between.
The TT heat system (the advanced up to 50 waste heat scale) would work. 1 SHS dumps 1 heat per ten seconds. 1 DHS dumps 2 heat per ten seconds.
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Turn based movement and shooting phases as well as initiative based order of events also play roles in mitigating damage application effects.
Sometimes the format of a rule doesn't work. However, the math underlying the rule can still be used. Such as the target movement modifiers - they have speed gaps. But all you have to do is plot the numbers on a graph and fill it in.