Take the Medium Laser, for example:
Let's say we give it a penalty of 0.1 heat.
If you fire a single ML, there is no penalty.
If you fire two, you get a heat penalty of 0.1 each, or 0.2 total.
Three ML together carries a penalty of 0.2 each (0.1 for each weapon it's fired with), or 0.6 total.
4 ML -> 1.2 heat extra.
5 ML -> 2.0
6 ML -> 3.0
7 ML -> 4.2
8 ML -> 5.6
etc.
By giving weapons larger or smaller heat penalties, they can be balanced. For example, firing 6 ML together is probably worth the penalty, but firing 2-3 PPCs is probably not.
So here's a very rough starting point for the alpha penalties:
Perhaps I'll make a spreadsheet. That'd make it easier to come up with more balanced numbers. Key thing to note though:
This would do away with the combination-alpha loopholes in the current system. Currently, 2x(ER)PPC/Gauss gets no penalty (19/25 heat alpha), while this system would penalize it heavily for being fired together (53/65 heat alpha). However, this does not invalidate the build; 2xPPC/Gauss would still be perfectly viable, so long as they did not fire all of them at once. The build retains its characteristic high-burst, low-sustained DPS, while losing the ability to load all of that damage on a single component without heavy penalties.
Personally, I'd rather be rid of ghost heat, and just have balanced weapons and regular heat penalties, but since we're obviously not going to get that, this is how to make the current boating penalties less arbitrary, and harder to exploit. It also makes chainfire more heat-efficient regardless of the weapon, allowing the player to choose between concentrated burst DPS, or sustained DPS in-game, rather than in the mechlab.

















