Roland, on 07 February 2014 - 03:58 PM, said:
Dude, when it was suggested that ghost heat be documented, your answer was "No."
Not sure what else needs to be read into it to come to the conclusion that you thought that it shouldn't be documented.
I mean, I have to assume that's not what you meant, because it would be a profoundly stupid position to take.. but that's what your original response said.
I think you misunderstood a bit (and I tried to clarify that earlier)
DaZur, on 07 February 2014 - 12:51 PM, said:
No.
I've addressed this elsewhere but the reality is virtually every single game that relies upon "data" to drive it's functional game-play mechanics, also manipulates that data in the name of influencing balance and or obtaining specific nuances out of play mechanics.
In the absence of knowledge of "ghost-heat" for most new players it's simply accepted as a nuances that needs to be learned and dealt with, in much the same way a virtual aircraft pilot learns to handle stall characteristics of a given aircraft.
"We" who have been around for a long enough time to see what we had before versus post Ghost Heat implementation appreciate the impact because we are intimately close to it... can see it, feel it... In particular because we know it's there.
Not saying no to documentation in tutorials or some such. Saying "no" to detailed information regarding the implemenation, coding, etc.
All players need to know is that xx weapons fired at same time get xx heat penalty
wait .5 seconds before firing weapon of same type again to avoid penalty.
That's all a player needs to know. They don't need to know history, detailed mathematical algorithms, or it's hotly contested implementation. They simply need to know what it is, what causes it, and how to avoid it.