Dang! this thread has quickly turned into a ad for another game. No more mentioning of game names that are not mechwarrior online please. Just describe how it works; not send us to this game for an example kind of stuff.
The thread is about making players conform there mech combat tactics and configs to what has been described in books,TT, to get rid of boating, and the abuse of alpha striking. I don't agree with taking away these options from the players of the game but it should be balanced to not be the win all kind of tactic or mech config.
Customization
I'm partially agreeing with having only one weapon for a weapon slot of a mech instead of many smaller weapons added to a weapon slot. It's a good idea to nerf having many kinds of smaller weapons for the sake of the mech design. Having three Med lasers shooting out of one barrel is weird. There are potential problems to this though like making a under powered mech, or under tonnage mech. If there's some kind of bonus to other stats of your mech while under tonnage it would be good. Maybe even an option of going over tonnage and getting debuff to your mechs stats. Stats that could be altered would be speed, manuavability, Chance of being knocked down, torso twist speed, turn rate, etc. This is only good for preventing a high amount of small weapons though.
Weapon Hazards
Adding recoil to amunition weapons will be great for simulation. Having a powerful weapon alter your mechs torso position from being fired will certainly effect shooting all of them at ones. The risk of knocking your own mech down to the ground is potentially hazardouse to armor and leave you open to be fired upon before you get up. That would keep me from firing off 4 lbx 20's or just two at a time.
The cone of fire would be good for balancing out high fire rate boats or potentinal amunition jams.
We already have heat for laser boats. Shooting too many or too powerful of a laser alpha strike should trigger a shut down from over heating to quickly.
I pretty much think any two forms of a powerful weapon fired together should cause a overheat, shut down, High recoil, gyro overload, or knock down. But with it like this it can only be evaded by firing one powerful heat weapon with another powerful amunition weapon. Hopefully these two weapons are not so much different from each other when fired. Maybe the weapons category that they are placed in can be alterd to be in both. Like the Gauss rifle, it's real world counterpart does use energy to propel the mass of it's shell forward. So the big ballistic weapons can also give high heat to your mech. So when fired with a another powerful weapon like a PPC it would trigger a overheat or shut down.
With stuff like this implemented, pushing our mechs too far would result in a shut down and knock down party.
Theres another way of making boats less useful for the battlefeild. It's the situation a mech is put in. The game type and map comes into play for giving them an advantage but if the game type and map can change consistantly what would happen to them? MWO can have maps that can turn from cold to hot in an instance with it's destructive objects. You could turn an area into a hot zone by igniting a fuel dump or maybe burning the forest, city, down. The sun going up can be too hot for energy mechs but when it's down the energy mech is fine. In some area's of the map there could be loose ground that could increase the chance of a mech knock down. Maybe even shooting a bridge underneath somebody or like shooting the building underneath the jenner in the trailer.
The gametype can have many kinds of objectives to finish before you can win. These objectives can have different positions on the map. Each position could have a different advantage to it. One can be in a wide open feild , one can be in a city, and one can be in a volacano. A mech that is only good for one kind of situation is not going to be good for helping out with the other objectives in the game type if it's set up like this. A mech that is made for all of those situations will be better.
Edited by ArchSight, 02 December 2011 - 09:50 PM.