Wouldn't be insane to just simply make jump jets work like they do in TT rather than ditz around. Heck, MWO's engine rules actually break a few 'Mechs (like the much-mailign/loved Urbie).
If a chassis can mount jump jets, the maximum number is equal to engine rating/tonnage, rounded down. A
Shadow Hawk with a 275 engine can mount 275/55 = 5 jets.
Number of jets determines speed, distance, climb. Period. A
Spider with four jets bounces as high, as far, and as quickly through the air as a
Victor. Jet tonnage already varies by weight class, so bigger 'Mechs will pay more in tonnage to get around as they should.
-Ideally-, a 'Mech should be able to burn it's jump jet capacity to move in an arc that hits it's safe maximum at 50% fuel and then burns the rest to land safely. The more jets, the higher the apex of this arc is and the further between takeoff point and landing point. If you simply hit the spacebar? Up in the air you go, then back down. Moving? Max speed forward OR backwards (yes, jumping backwards) if you hit forward or backwards is equivalent to 66% of maximum forward runspeed, and assumes a full set of jump jets. This speed is reduced by the appropriate fractions if fewer than the maximum jets are installed- so a
Shadow Hawk with 3/5 jets and a 275 engine would have an airspeed of 53.5 (66% of it's maximum speed of 81kph) x .6 = 32kph. A "moving start" would help a bit, but airspeed would decelerate or accelerate to the appropriate point quickly. Likewise, give 'Mechs a flat "turn speed" on their jets that increases with the number mounted. A
Spider with eight jets should be able to pull itself around in the air far better than a clumsy one-jet machine.
Firing while airborne would be firing with a shaking target reticule. Whether the jets are firing or not. Bunnyhop or pogo-stick, but for gawd's sake end the era of the perfect-aim jump sniper.
Edited by wanderer, 05 February 2014 - 06:46 PM.