Nothing I say is final, and at times I will likely be wrong in how I interpret things. This post will be corrected over time, with inconsistencies fixed and phrasing rectified. I have no idea if anything I talk about will even be considered for fixing by PGI, or if they will in any way even consider it an issue in the first place - this is mainly for me to stretch my creative juices as a game designer in regards to issues people somtimes bring up. Selfish, I know, but I'm afraid you will just have to deal.
With that all clarified, let's begin!
Jerry-rigging #1: Mending Ghost Heat
Right off the bat, I decided to tackle one of the big quandaries of the game. Now, I've talked about the solution I will be proposing before, but this is the first time it will have its own thread, so I hope to clarify things better and potentially touch on some points I haven't made before.
So, what is the issue here? Let's start by looking at the way the system is supposed to work currently, figure out if it is fulfilling its duties and where any issues may lay, and finally look at a possible fix or two to streamline the game experience.
(If you feel you already understand the mechanics of ghost heat, you may skip to Part 2. If you think you are well enough aware of how the system is currently implemented and any problems it has, feel free to skip to Part 3. PGI, I would appreciate if you would read from at least Part 2.)
Pt. I: Here We Stand
Ghost heat was a mechanic meant to get rid of the boating-heavy environment the game had taken on up to the point it was introcuced. It is a system where, if a player fires too many of the same weapon (or even similar weapons in some cases) within a certain period of time from each other, it will cause a penalty, and additional 'ghost heat' will be applied on top of the regular heat those weapons cause. This means that bringing multiple weapons of similar types can be a risky move, as even some smaller weapons will have heat issues if you fire too many of them at the same time. Different types of weapon do not cause ghost heat with each other, meaning that ghost heat encourages diversity over boating to avoid heat in builds. Almost all weapons in the game currently suffer from ghost heat, with the exception of a few of the smallest weapons (machine guns, flamers, small lasers, etc).
This is a system with a number of not readily apparent intricacies designed to make smaller weapons suffer less. The max number of weapons before ghost heat kicks in is different for each weapon, and the amount of heat actually gained from the penalty is also different. For example:
Medium Lasers
Limit before penalty: 6
Ghost heat: (~ 0.457 * Number Over Limit) * Number of Med. Lasers
Large Lasers
Limit before penalty: 2
Ghost heat: (~ 1.177 * Number Over Limit) * Number of Large Lasers
(If anyone knows a simpler way to represent this information, please give me a heads up. All values obtained from Smurfy.)
As you can see, this allows for more medium lasers before invoking the penalty than large lasers. If you want to see the rest of the values, as well as what weapons are effected, please view the above link.
Pt. II: Is It Supposed to Do That...?
So, as you can see, it can get a bit complicated, trying to keep track of multiple different weapons so as to not invoke the wrath of that mysterious force which travels around, bringing extra heat to all the naughty mechwarriors who happened to fire one too many of the same weapon on Patch Day Eve. But regardless of the complexity, does this system actually work?
The answer is, frankly, yes. I will not even try to deny that it does work; there are a number of problematic builds that were commonplace before the system, yet are nowhere to be found after the fact (I'm looking at you, 6 PPC Stalker). I would even go so far as to say that the game is better than it was before ghost heat. Well, great then! Problem solved. Pack up your things everyone, let's head to the pub for a nice brew, eh?
Wait a second, not so fast! Why would I be making this thread if there was no issue? What's the catch? Well, there's actually a few reasons...
The main issues revolve around both the complexity of the system, and the fact that many of the weapons hit by are regarded by much of the community as weapons with absolutely no need for such a penalty. Many of the weapons were either rarely boated, or were already hard to boat, due to the amount of heat already caused by those weapons. On top of that, a lot of boats were actually considered perfectly viable, with only the slightest of tweaks needed (if any), yet they are now nowhere to be seen. The removal of viable builds is rarely (if ever) a good thing, even if it's as collateral from fixing a much maligned issue.
If the loss of a number of viable builds wasn't enough, the system is also riddled with a number of inconsistencies that make it horrendously complex to explain. To avoid people just bringing similar weapons of different types, such as both LRM 10s and 20s, they linked those weapons together and gave them the same limit before the penalty kicks in. This creates weird situations such as 3 LRM 10s (30 missles) causing more heat than 2 LRM 20s (40 missles). Less missles causing more heat... That makes sense, right? ...Right?
Even if they fixed all the discrepancies like the above, the system still has an absurd number of values, restrictions, and requirements to keep track of to use effectively, which has turned numerous expert players away from the game to look for something with less unnecessary convolution (and good luck even trying to explain any of the intricacies of the system to a new player; best to just stick to saying 'TOO MANY WEAPONS BAD' and leave it at that for their first year or two of playing).
AC/2s are also known to be bugged with ghost heat. Despite the fact they have a limit with 3, as the cooldown of AC/2s is less than the cooldown on ghost heat, it is possible to manually chainfire even just 2 of them and receive the penalty. They did account for group firing, at least - group firing 3 AC/2s does not cause any ghost heat. This is a major issue, not just because it means that manually chainfiring AC/2s is not a viable way of firing the weapon (despite being useful for both putting a large amount of shots into an area at distance so you have to worry less about each specific fire and more about your overall accuracy at that range, and for worrying less about hitting lights as the buzz around), but also because PGI has gone on record saying that this is intended. PGI, this is clearly, clearly broken. Even if you take nothing else from this post, please. Please. Fix AC/2s.
(The last issue I will list for the mechanic is the fact that is not actually explained in game at the moment, requiring players to use external sources to find any information on how it works. However, this has already been acknowledged, and supposedly will be fixed with UI2.0, so I'll say no more about it.)
Pt. III: How To Save A
This is the part of the post where I suggest how to fix Ghost Heat. PGI seems pretty intent on keeping it; after all, it DOES fix what it was meant to fix. Just... at the cost of a lot of other issues. So, if we can't outright remove it, what do we do...?
It's actually quite simple. The way to fix ghost heat is by removing it from every weapon... except PPCs.
Just think about it for a second. Ghost heat was designed to combat boats, yes. But the main target was PPC boats, which were a horrible pain at the time, and it does a fantastic job of shutting them down (literally). However, all the other weapon systems the game has should not be suffering because that one weapon needed a fix. Yes, it drastically needed a fix, and this was a fairly creative way to do it. But no other weapons were enough of an issue that this change makes sense for them without causing other issues.
Keeping ghost heat as a PPC only mechanic actually fits directly into the PGI design strategy of late, which is to assign each weapon its own unique mechanics to try and differentiate them (lasers - beam duration, gauss - charge, PPCs... ghost heat? ). Yeah, PPCs currently look cool, have high heat and do nice damage, but they're really just a long range, accurate weapon. They have nothing that really defines them as the weapon we all know they're supposed to be - screaming hot lightning throwers. They should feel very powerful, but difficult to use. That difficulty could be in handling the heat.
They are described in lore as being weapons where firing even two of them simultaneously is something that is pretty hard to bear for mech pilots, with three being almost suicide (Awesome pilots are braver men than I), and four? Well... double heat sinks are fairly new technology again, and I'm not sure I'd personally risk it until the tech improves a bit more. Even putting lore aside, it's how you've been balancing the weapon already, distinguishing it with that fact and raising the heat patch after patch. So, my suggestion is to distinguish that element further... Make it the only weapon with ghost heat. It's a unique, interesting mechanic that increases the heat of using that weapon in groups, which makes perfect sense for a weapon that is supposed to be very heat unfriendly.
It just doesn't make sense from a gameplay OR lore standpoint to have it on any other weapons. Don't believe me? Let's look at some specific cases, and how PGI could tweak them without ghost heat if needed:
AC/20
- Have a 2-limit for ghost heat
- Ghost heat specifically targeted the one mech that could actually wield 2 of them in any sort of efficient manner, the AC/40 JaegerMech.
- That mech was dangerous if ignored, definitely - but had a number of issues already, meaning that ghost did little besides delivering the killing stroke.
- Although dangerous in the right situation, it was rarely considered OP in any fashion. If you are still worried about it without ghost heat, though...
- Increase the cooldown so that it doesn't hit as often. I've always felt that ACs should be the hard-hitter weapons of the game, with high damage, but higher cooldowns. (Which could possibly be their unique mechanic - that they just don't fire as often.)
- It could generate a fair amount of heat too, but not because two of them are firing at once. That's just silly.
- (A more out-there solution could be to possibly have recoil if it is located in the arms, as another possibility for a unique mechanic. Just as long as it's fairly predictable recoil, aka, not random, so that good players can teach themselves how to account for it.)
- 2-limit for ghost heat
- Only was ever really an issue with the 6/LL Stalker (or now the 7LL Battlemaster, if anyone would be crazy enough to try that).
- I will admit, if ghost heat makes sense on any weapon other than PPCs, it would be large lasers, which are also notoriously heat unfriendly. However...
- You're already introduced a mechanic to prevent pinpoint laser damage - duration! Increase the beam duration slightly if a nerf is needed.
- Increased laser duration brings the 6/LL Stalker from slightly too strong, to a completely viable build that works great as a heavy-buster, but would be damn hard to use against lights. (Not to mention being a carbon copy of a canon mech.)
- A small (base) heat nerf, if it's still too strong, could work as well.
- What? No. Go away.
- 2-limit for ghost heat
- Are confusing to use with ghost heat anyways, as explained in Part 2.
- These have been an issue in the past, but they're always an on/off a problem; adding a new mechanic will likely do little than make balancing them even more of a chore, in among the craziness that already is LRMs.
- They already have their own built-in counters for when they're OP - AMS, ECM, and just cover in general. Buff the counters if they're still an issue.
- 4-limit for S/SRM2s, 3-limit for SRM4/6s
- These all tend to be fast-firing, short range weapons. AKA, exactly the sort of weapon where ghost heat makes absolutely no sense.
- Their main balancing point is in their spread. Make it harder to hit in 1 location with alphas if needed.
- If you want them running hot, make them hot - don't make boating them the issue.
- 6-limit
- Is anyone really complaining about these? I didn't realize the lunchback was such an issue.
- Such a bread-and-butter weapon doesn't need any more complex mechanics; it already has beam duration.
- Oh well, this is an easy fix - increase the beam duration or heat, same as LLs.
One last thing making it a PPC-only mechanic would fix is how complex the mechanic feels. Currently, you have to attempt to remember 8-ish different penalty groups, not to mention how much heat each weapon causes within those groups. Keeping it to only PPCs keeps it simple:
Do you have more than 2 PPCs?
Yes: Careful not to fire them all at once, or they'll cause even more heat! (Preferably with more information in UI2.0 to explain the mechanic better for those who wish to truly understand it.)
No: Oh, well, carry on then.
What a wonderful world that would be...
A Conclusion of Sorts (also TL;DR for those lazy folks...)
So, there you have it - an explanation of how and why ghost heat doesn't make much sense on any weapon except PPCs. If you have read it all, thank you, and well done! I don't really have much else to say, but if you have any (constructive) criticism for this idea, please respond. Although I feel the base idea is solid, as a game designer myself I understand that it would likely not be nearly so simple as flipping a switch to turn ghost heat off for all the other weapons, and that much balance testing would almost surely be required. However, I still feel the advantages of making it a unique mechanic for PPCs would far outweigh the balance work it would require.
(Edit: Have a suggestion for a future jerry-rigging post? Suggest it below! No promises I will make a post about it, as sometimes I can be a lazy bum, but I do want this game to be the best possible Mechwarrior game, the same as the rest of you.)
Edited by Tvae, 20 October 2013 - 05:18 AM.