Khobai, on 07 January 2014 - 12:04 PM, said:
The problem with CoF is that it introduces RNG into the game. Hitting someone in a specific location at long range becomes a dice roll rather than being a testament of skill. Thats why CoF is a poor solution IMO.
I described a system somewhere earlier in this thread that took the RNG out of the CoF:
Change our targeting reticule to a Dot in the center of a Circle. If you chain-fire weapons, they go where the dot is pointing. The magic happens if you fire more than one weapon at once.
If you've got your cross hairs over an enemy mech, it is likely that different components (CT, LT, RT, Arms, Legs) will simultaneously be occupying the Circle [I don't mean to suggest that the Circle should be big enough to fit an entire mech into, but it should be large enough that only getting 1 component inside it takes a high degree of skill]. The Circle does not include empty space. The weapons that you're firing in a group each represent a proportion of the damage being dealt (for instance, if you're firing 2 Medium Lasers, they're each doing 50% of the damage).
Essentially what this system does is try to match up the damage you're doing with the components in the Circle. For Example: if you're firing an AC/10 and 2 ML, while the Circle is 75% filled by CT and 25% filled by LT, the AC/10 and 1 ML (75% of the damage) will be aimed at the CT and 1 ML (25% of the damage) will be aimed at the LT. This example is (obviously) a little too perfect, but it serves to illustrate a point. Rounding will need to occur in the actual game environment, which is why I have the following Rounding Rules:
- If you fire fewer weapons than there are components in the Circle, the components occupying the least amount of space are ignored (So if you were firing 2 weapons at 3 components that occupied 85%, 10% and 5% of the circle, the 5% component would be ignored)
- If there are more weapons than there are components, at least two components must be struck
The system can also be set to work slightly differently if the user fires weapons totaling above X amount of damage. So for instance, if there was a 20 damage limit and you fired an AC/10, AC/5 and 2 ML (totaling 25 damage) when the Circle is 75% CT and 25% LT, each of the weapons has a 75% chance to be aimed at the CT and a 25% chance to be aimed at the LT.
So this system has three "firing modes":
- Pinpoint Accuracy for Single Fired / Chain Fired Weapons
- Controlled Accuracy for Multiple Weapons under X Damage
- Random Accuracy for Multiple Weapons above X Damage
A few extra notes:
- If the Dot is on an enemy mech, you're guaranteed a hit. There's not "there was empty space in the circle so the game decided to fire a shot that misses". The Circle discounts empty space before calculating what proportion each component takes up inside of it.
- If the Dot is not over a target then all weapons fire converges instantly on the Dot when the trigger is pulled
- LBX, SRM and LRM weapons are exempt from this system
- The system resets every 0.5 seconds. This means that if you fire a weapon and then immediately fire another, the system will distribute the second shot according as described above.
I would suggest putting the damage cap at 20. This lets the AC/20 retain its status as the king of pinpoint damage.
The advantages of this system are that players can know where their shots will be aimed before they pull the trigger (if they know their weapons and their targets hitboxes and they're firing weapons that total less than X damage).
There's ways to modify this system as well: the circle could grow / shrink in size depending on what you're targeting (so it's a smaller circle when targeting lights and larger when targeting assaults), if you're moving / if they're moving, jump jet use, heat levels, range, etc...
It would even allow us to add C3 in a meaningful way (IE: if you have an ally who has C3 and currently has a smaller Circle than you, you get to use their Circle when firing at their target).
TL,DR: When you put a CoF over a target, different parts of the target fill up different amounts of the circle. Make the weapons you're firing spread their damage to match the components. Firing 6 ML at a circle that's 50% CT, 25% LT, 25% RT? 2 ML for each side torso, 4 for the center.