1) I actually feel the game is pretty well balanced atm (atleast at my "level")
2) I dont "meta"
That being said, I see alot of......weird, suggestions to balance the game flying around, with som common themes. And other things brought up regularly that are.....not to my liking (cough burst ACs cough). So Ive been working on a couple ideas recently and thought Id get some input.
To start I followed a couple of simple rules;
1) Whatever is implemented must be simple to implement, simple to run, and simple to understand (so, KISS)
2) It has to make some logical physical sense (BT stretches my suspension of disbelief enough already....)
So, in order to address one of what seems to be the communities largest complaints, pinpoint damage/instant convergence/etc. I give you first;
Reticle Shake
This is the simpler, though less effective of my proposed solutions. The reticle shakes around during movement/extreme heat/etc. and affects where your shot will go. Your shot hits where the reticle shows, but the reticle moves to affect your aiming.
Implementation: Really all that would be done is to take the JJ shake mechanic and apply it at all times following a basic equation;
shake = %throttle + [.1] * m
where m is a modifier on a per mech basis. So the higher your throttle setting, the more area your reticule covers. The exact form and values for this would be up for tuning, obviously. But this gives another great area to help differentiate Mechs with each one having their own modifier.
The major downside is, an alpha strike would still all hit one location, though it would be harder to hit the one you wanted to.
This would, unfortunately, affect the less skilled more so than the more highly skilled players, who would be able to adapt much more quickly.
Simulated Convergence:
I can see this one being quite controversial. In essence what we are doing here, is providing the effects of convergence, without putting the strain of calculating so many different weapons paths on the server (Which is, IIRC why PGI said they wouldnt be implementing convergence).
We start with this equation;
r = m*(l*tan(a))
Where;
m is a per-Mech modifier
l is the range to target (or reticle)
a is the angle
and r is the radius that will be hit.
What happens:
Lets assume we target a Mech at 700m with our 4 ERPPCs in a Stalker.
Stalker has an m of [.1], our base a value is [5] so our r value becomes [6.2]m
What this means is that our ERPPC alpha will spread over an area of 6.2m radius. What actually happens, is that the damage is split up into n (number of weapons being fired) different packets each with the damage value of one weapon, which each hits a different section at random.
So in our example, we have 4 packets of 10 damage each distributed across what is probably the entire target. The damage is centered around the reticle, so if we are aiming at the CT we have 10 at the CT, 10 each side torso, and 10 to either an arm, leg, or the head.
Now, as we hold our target lock, or hold our reticle on target, our a value decreases which decreases our r, increaseing the number of weapons hitting any singular point.
Now, this solution is more complex, but better simulates actual convergence in its effects. IT would also encourage targetting.
This is all just a rough "sketch" if you will, but a place to start. Comments, questions, suggestions, flames?
Edited by Madw0lf, 21 February 2014 - 09:38 AM.