I don't think "boating" and alpha strikes can be dealt with by any one system. Rather there needs to be a series of factors that together make boating difficult and alpha striking a desperate last ditch option.
1. 'Mech customization: In
this thread I detailed a 'Mechlab concept that would make it impossible to create "boats" unless the 'Mech variant you were modifying was already designed to be a boat (like the Hunchback in the trailer).
2. Coolant: There shouldn't be a coolant flushing in this game, just like there isn't in the original TT or in any of the books I've read.
3. Heat Scale: The heat scale in the TT is an excellent way to keep people from Alpha Striking every couple of seconds. The TT scale is also fairly easy to port into a video game and a house rule that I've heard where anything over 40 heat overloads your reactor and blows up your 'Mech could be implemented to really force people to be careful about alpha striking, after all if you alpha strike generates more than 40 heat you'll get your shot off and immediately explode. Anyway a rough example of the scale in online format would look like this:
30: Shut Down, cannot restart until below 14 heat
28: 67% chance your ammo explodes.
26: 84% chance override fails and you shut down, cannot restart until below 14 heat
25: -50km/h walk speed -75km/h run speed
24: +34% increase in reticle size
23: 50% chance your ammo explodes
22: 67% chance override fails and you shut down, cannot restart until below 14 heat
20: -40km/h walk speed, -60km/h run speed
19: 34% chance your ammo explodes
18: 50% chance override fails and you shut down, cannot restart until below 14 heat
17: +25% increase in reticle size
15: -30km/h walk speed, - 45km/h run speed
14: 33% chance override fails and you shut down, cannot restart until below 14 heat
13: +17% increase in reticle size
10: -20km/h walk speed, -30km/h run speed
8: +9% increase in reticle size
5: -10km/h walk speed, -15km/h run speed
Any time your 'Mechs heat rises it checks to see which marks it has passed and the highest in each type automatically kicks in. Fire two PPCs and you instantly see your speed reduced by 40km/h walking and 60km/h running, plus there's a 34% chance any ammo you have explodes, plus there's a 50% chance your override fails and you shut down plus your aiming reticle increases in size by 25%.
4. Heat Dissipation: in the TT heat is dissipated every 10s. This is a function of the TT turn based format and needs to be changed for the videogame format. A straight port would have heat dissipate at a rate of: (x heat sinks/10)/second and (2x heat sinks/10)/second depending on which kind of heat sink you have. At this rate it would still take a 'Mech with 20 heat sinks 10 full seconds to dissipate the heat from firing 2 PPCs.
5. Structural effects: Firing every weapon on a 'Mech simultaneously cannot be good for its structural members. Because of this you would only get a couple of Alpha Strikes before they actually started doing damage to yourself. First three times you fire an Alpha Strike no damage is done to yourself, after that any time you Alpha Strike 10% of the damage your weapons can do is dealt directly to your internals. If you're in a Hunchback and you Alpha Strike, you take 2 points of damage to your right torso internals and 0.5 damage to your arms and anywhere else you have a medium laser.
Number 5 would hopefully not be necessary if the first 4 are true. However if the first 4 just aren't enough to keep people from boating and alpha striking then 5 can be added in to punish alpha spamming.
Also the idea of a reticle that changes sized is based on Mass Effect and World of Tanks. The circular reticle is really the pilots view of a cone of probability where his/her shots will land. The reticle gets tighter depending on the pilots skill level and the type of weapon. The reticle gets bigger with movement, walking having a bigger effect than torso twisting and running having a bigger effect still, and heat.
Edited by Kartr, 02 March 2012 - 04:40 PM.