Here are some thoughts about how alternate heat systems could look like.
TL;DR:
1) Heat Theshold halved, heat dissipation doubled. No special penalties from heat.
2) Heat Threshold is fixed at 30, heat dissipation doubled. No special penalties from heat.
3) Heat Threshold as now, dissipation doubled, but heat penalties based on the 1-30 "bonus threshold" (subtracting out bonus threshold from sinks in your favor)
4) Heat Threshold as now, dissipation doubled, but heat penalties based on the full scale
5) Heat Threshold no longer with a fixed value, dissipation doubled, heat penalties based on full scale.
To nerf DHS in such a system, engine sinks should always be treated as standard heat sinks.
Notes
The heat penalties were all chosen to have no element of randomization, since many people dislike this, and I personally also doubt it's a good idea.
The penalties might be needlessly specifically defined here, the values are probably subject to experimentation and not final.
Model 1 - Simple Reduction in Threshold and Increase in Dissipation
This is really the most barebone, that I presume would consist mostly of changing a few (probably currently hard-coded) values in the game system.
Lower the heat capacity in half, e.g. instead of 30 + heat sink bonus it becomes 15 + 1/2 heat sink bonus. Increase the heat dissipation by 100 %.
The objective here is to discourage alpha strike builds somewhat and enforce more chain-firing, but also give players the opportunity to build more sustainable mechs.
Model 2 - Fixed Threshold, Increased Dissipation
Heat Threshold sits fixed at 30 points. Heat Sinks give no bonus to the threshold at all.
Dissipation is doubled.
Model 3 - Heat Penalty System based on 30-point base heat threshold
The heat threshold for shutdown ist he same as now: 30 + heat sink bonus.
We still increase the heat dissipation by 100 % in this mode, and we add heat penalties.
I use the term "critical heat" to make talking about the system a bit easier. Critical Heat is any heat that exceeds your heat sink bonus worth in heat. So if you have 10 single heat sinks and are at 12 heat, you have 2 critical heat.
The heat penalties are determined by critical heat. This models the TT heat penalty closest in that you don'T suffer any penalties if you can generate less heat then you can sink.
1+ Critical Heat: -3 % movement speed penalty for every point of critical heat above 0. (Maximum -90 %)
6+ Critical Heat: -3 % torso twist speed and arm movement speed per point of critical above 5. (Maximum -75 %)
11+ Critical Heat: -3 % torso twist range and arm movement range per point above 10 (Maximum -60 %)
16+ Critical Heat: 3 % cooldown increase on all weapons per point above 10.
21+ Critical Heat: Electritical System disturbance. ECM, BAP, HUD and Radar fall out for 1 second every (11 - Point per Critical Heat seconds)
26+ Critical Heat: Minimap disabled, 3PV Drone contact breaks off
30 Shutdown, internal damage as presently.
Summary
Heat Threshold 30 + [Bonus from Heat Sinks]
Penalty start occuring on: Heat > [Bonus from Heat Sinks]
Model 4 - Heat Penalty based on percentage of full heat threshold
We base the heat penalty on the total heat threshold, without trying to distinguish between base heat threshold and bonus threshold from heat sinks. Heat dissipation rate is still doubled.
This doesn't model the TT system well, because you now suffer heat penalties even if you're not actually running a hot build. I think that might be okay. Because there is still a fixed heat threshold component in this model, there is a certain benefit to mechs with few heat sinkis and low amount of weaponry. To make 4 PPCs heat neutral, you would need roughly 25 True DHS, which would give you a heat threshold of 80. 4 PPCs make out 50 % of that threshold now per alpha. If you on the other hand only need to keep 4 MLs heat neutral, that is only 10 True DHS, which would give you a heat threshold of 40, so a 4ML alpha would only make out 40% of your threshold. This benefit might be good to compensate heavier mechs tonnage advantage.
All heat penalties are now based on the percentage of your heat.
0-20 %: No penalties
21+%: You lose 1 % speed per percentage point above 20. (maximum 80 %)
41+ %: You lose 1.25 % torso torso twist speed and movement speed per percentage point above (maximum 75%)
51+ %: You lose 1.5 % torso twist range and arm movement range per point above 50. (Maximum -75 %)
61+ %: All weapon cooldowns increase by 1 % per point above 60. (maximum +40 %).
81: Electrical Systems disturbance. ECM, BAP, HUD and Radar fall out every second every (21-percentage above 80)/2 seconds for 1 second.)
100%: Shutdown. Beyond internal damage as presently.
Summary
Heat Threshold 30 + [Bonus from Heat Sinks]
Penalty start occuring on: Heat > 20 % of heat threshold.
Model 5 - Heat Penalty based on percentage of completely heat sink derived threshold
As Model 3 in terms of penalties before, but the base heat threshold is now heat threshold bonus * 2. A 10 heat sink mech would have a range from 0-20, while a 25 True DHS mech would have a range of 0-100. (Please note that with the Bonus Tweaks to balance DHS vs SHS described below, 25 "True DHS" would only be 15 "True DHS" + 10 "Standard HS", so the value of such a theoretical mech would "only" range from 0-80.)
In this model, there is no benefit left for low heat sink mechs. It all depends on what you equip your mech with.
Summary
Heat Threshold: 2 x [Bonus from Heat Sinks]
Penalty start occuring on: Heat > 20 % of heat threshold.
Bonus Tweaks - Balancing DHS vs SHS
If we want to "nerf" DHS and make single heat sinks and double heat sinks competitive:
The free Engine sinks all act like standard heat sinks, regardless of whether you use the DHS or SHS upgrade. (Keep in mind that all the alternative models pretty much double dissipation, so SHS will be closer in performance to how DHS are right now when it comes to dissipation).
The free engine sinks are the biggest part of the DHS upgrade, and removing that would probably be all that is needed to make SHS and DHS competitive against each other.
Opinions?
What would be the model you start with from the ones presented?
Or would you start with one of those models, but tweak it in some way (say, a hybrid of two models?)
Edited by MustrumRidcully, 20 September 2013 - 06:12 AM.