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Alternate Heat System Suggestions


24 replies to this topic

Poll: Heat Penalties - What would you want to test? (26 member(s) have cast votes)

Which is your favorite of the proposed models

  1. Model 1 - Just reduce threhsold and increase dissipation (8 votes [30.77%])

    Percentage of vote: 30.77%

  2. Model 2 - Fixed Heat Thresold at 30 (4 votes [15.38%])

    Percentage of vote: 15.38%

  3. Model 3 - Heat penalties based on fixed part of threshold (subtract heat sink bonus from heat before determining penalties) (6 votes [23.08%])

    Percentage of vote: 23.08%

  4. Model 4 - Heat penalties based on full threshold (base and threshold bonus) (3 votes [11.54%])

    Percentage of vote: 11.54%

  5. Model 5 - Heat penalties based on entirely heat-sink derived threshold (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Other idea I'll elaborate on (2 votes [7.69%])

    Percentage of vote: 7.69%

  7. No Opinion / Undecided (3 votes [11.54%])

    Percentage of vote: 11.54%

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#21 MustrumRidcully

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Posted 23 September 2013 - 04:11 AM

View PostSkoll Lokeson, on 20 September 2013 - 07:03 AM, said:

Voted 3. But I would like to see the penalties adjusted per class. Less movement penalties for light and mediums who need their speed more than assaults, and usually don't pack very high alphas w/o serious trade offs anyway. The problem with lights and mediums isn't their high heat/high alphas IMO (except the old Laserback). They don't need to get "fixed" as much as heavies and assaults. Messing with their electronics, cool down and such is fine, I think.

That's an interesting idea.

#22 Funkadelic Mayhem

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Posted 24 September 2013 - 10:45 AM

I got 2 paragraphs in and thought to myself... "drrrrrrrrrrrrrrrrrrrpppppppp" and put an inadament object in my mouth and drew colors on my helmet, poodooed myself bounced in it and laughed and clapped...

#23 MustrumRidcully

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Posted 24 September 2013 - 10:39 PM

View PostFunkadelic Mayhem, on 24 September 2013 - 10:45 AM, said:

I got 2 paragraphs in and thought to myself... "drrrrrrrrrrrrrrrrrrrpppppppp" and put an inadament object in my mouth and drew colors on my helmet, poodooed myself bounced in it and laughed and clapped...

I am not sure I understand what you're saying. Maybe the feeling is mutual?

#24 Xanquil

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Posted 25 September 2013 - 03:01 PM


To expand on what I voted earlier I would go with something like the following.

Translated from TT heat into this game;

At 14 you hit the first override-able shutdown.

At {18, 22, and 26 you can still override the shutdown but it is harder.(takes longer to restart)}

At {30 you shut down no override. (will restart after a long time on it's own, if you haven't died first)}

At 5 and 10{every 5} heat you would loose 16.2kph from your speed.(not a %)

At 8 and 13{17,24} your targeting would start to go all wonky.( like JJ shake, or 3ed person)

At {15 the pilot starts to take damage (6hp total) at 25 it is x2}

At {19, 23 and 28 you start having ammo explosions}

All of this happens every 10secends (5-6 is more likely in MWO) that the heat is at or above these levels.

This is all above the heat cap created form installed/working heat sinks. (1per SHS, 2per DHS)

If you did not generate enough heat to reach the cap than any extra heat sink cooling would reduce the heat total you were currently at.

For MWO I would start at heat cap(1x SHS, 2x DHS) + 14 for when we overheat (our current shutdown point), and just a have every thing in { } happen if your are dumb enough to bypass that.

At the same time I would increase heat recovery from SHS to 1.4 and DHS to 2x that.

As an example:

With 10 DHS you could generate 24 heat without issues, and you would shutdown at 34+heat.

At 25-29 heat your speed would drop by 16.2kph until your heat dropped back down to 24 or less. At 30 it would drop another 16.2 for a total of -32.4 to your top speed.(yes this hits assaults harder than lights it is suppose to)

At 28 heat your crosshairs would start to shake like if you were moving in 3ed person mode, and at 33heat they would be as bad as if you were using jumpjets.

Every time you went over 34 heat you would start to take damage/ and risk ammo explosions. You would only be "venting" 2.8 heat a second.


Even at the most extreme with 20 DHS the best you could hope for is 54 heat and -5.6 heat a second and that would be pushing it. With the amount of heat weapons generate that isn't a lot.

Unfortunately you would see 5+PPCs being used at once again, but having to wait for 50 heat to go away would take almost 9 seconds, because doing it again before that would kill you. Although at 45t and 30+crits that may be reaching a bit.

#25 MustrumRidcully

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Posted 06 October 2013 - 01:18 AM

I wouldn't try to implement the exact table top mechanics. I believe many of those are a result of the unique nature of the game system. Using 2d6 for to-hit rolls allows applying modifiers, obviously. Counting movement in hexes works badly with percentage values (you always end up rounding).

Some rules I think were just poorly balanced from the start - ammo explosions for example. i am not completely opposed to them, but in the table top, they were far too dangerous and made ballistic weapons a liability. If instead of blowing up entire ammo bins, we blow up only individual bullets and missiles, it might work out okay...





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