DaZur, on 13 September 2013 - 05:32 AM, said:
In early at work... I've got the time.
Early flight sims (EAW, Air-Warrior etc.) were all data-table driven flight models. As such, the aircraft did not "fly" as much as perform within a specific criteria. As such a lot of "data" was fudged to force aircraft, particularly within the departure envelopes, to exhibit historical tendencies
.. i.e harsh stalls, wallowing at alt. or asymmetrical torque
roll.
Newer sims began utilizing fluid-dynamics & NACA airfoils to actually simulate flight however a fair bit of fudgery was required again to invoke known departure characteristics
as well as adapt necessary viscosity
drag corrections.
Any shooter that attempts to model ballistics
is playing with numbers just like MW:O with their weapon balancing...
Racing simulations are notorious for playing with drag, draft and traction numbers to maintain known / expected vehicle tendencies
.
Lastly, while some might argue the simile, virtually every simulation, be it flight, driving, naval or what not allows the A.I. to ignore specific aspects of the game mechanics to allow the A.I. to be competitive or slightly "better" than their human competitors.
Point being, it is neigh impossible for any game that is expected to exhibit "X,Y and Z" and perform within that envelope to not utilize / invoke some form of the MW:O "Ghost Heat" fudgery to steer the game mechanics to placate both player expectations and or to force certain balancing mechanics.
The problem with that explanation is those sim mechanics are attempting to model what really happens. AI getting an advantage is a balancing mechanic, but it is comparing apples to oranges because there is no AI in MWO.
The reason I have such a problem with ghost heat is it is an opaque design that arbitrarily imposes new values on a system used by players without any sort of rhyme or reason. It goes against the "sim" aspect of the game in that it is producing heat from nowhere, which makes it unintuitive. It is particularly punishing for the more casual player who is not in the forums frantically refreshing on patch day to read about the latest changes.
The other major problem with ghost heat is that for the most part it can be ignored with little to no consequences. There are basically only three weapons that have harsh penalties: PPCs, ERPPCs, and AC20s. Firing the max alpha +1 of every other weapon type generates less than 5 extra heat in most cases. Firing max alpha +2 is a mixed bag, for some weapons like SRMs the extra heat is trivial but for some like LRMs it is like firing an additional weapon.
The big kicker is even with the harsh penalties on the PPC family ghost heat did not stop the PPC+GR meta. It took nerfs to the PPC including increased base heat and a major change to the GR's firing mechanic to do that.
So we now have a system that is completely undocumented in the game and affects different weapons in drastically different ways. It relies on producing additional heat to curb boating but for the most part it is easily ignored because subsequent nerfs had more impact on PPCs, LRM boats can easily manage the extra heat, and the extra heat generated on a lot of weapons is so trivial as to beg the question "What is the point?".
Instead of coming up with this crazy method of additional heat generation why not just either increase the base heat of the most harshly penalized weapons and/or reduce the heat cap (and probably increase heat dissipation)? Why didn't they attempt to change these values and test the results rather than coming up with this bizarre solution? Why immediately implement a complicated solution without trying something simple and intuitive first?
In an RTS if a unit being produced too quickly is an issue the dev does not add a system where if you queue up to build more than 3 of said unit the production time increases for each unit beyond 3, they increase the base production time. In an FPS if a gun is OP the dev does not incrementally decrease the damage of every bullet fired after the third until you stop firing for. 5s, they adjust the damage, range, or accuracy of the weapon. In an MMORPG if a spell is OP the devs don't increase the casting time if you cast the spell more than 2 times in 10 seconds, they adjust the cast time or damage or other effect of the spell.
TLDR: Basically there were a lot of better options than ghost heat.