Prosperity Park, on 19 February 2014 - 05:49 PM, said:
Feature Suggestion: Ghost Cone of Fire
Function: Reduce the occurrence/intensity of long-range pinpoint damage derived from Boating large numbers of identical weapons.
Suggested Execution:- Firing too many of a weapon within a window of time causes the player to experience an exponentially-scaling cone of fire [using the "Jump Jet reticule shake" mechanic]
- Firing X PPCs within a 0.5 second window results in pinpoint-accuracy
- Firing X+1 PPCs within a 0.5 second window causes the +1th PPC to fire quite inaccurately.
- Firing X+2 PPCs within 0.5 seconds causes the +1th PPC to veer significantly off target, and the +2nd PPC would veer waaaaaay off target.
- Firing too many Lasers within the 0.5 second window would cause laser beams to start poking out in every which-way, resulting in diffused damage-application.
- Firing too many SRMs within 0.5 seconds would send successive volleys off-course.
- Firing too many LRMs within 0.5 Seconds would... um... I don't know if there is an in-game Mechanic for PGI to utilize in order to make missile flight patterns more spread out on-the-fly because this isn't covered by the JJ reticule shake mechanic... Same with Streak SRMs...
So, yeah, other than LRMs and StreakSRMs, I suggest that we try a Ghost Cone-of-Fire Mechanism to replace Ghost Heat since PGI has already programmed a reticule inaccuracy function that can be utilized.
This is the first time I have seen a progressive inaccuracy mechanic proposed. Let me give you my thoughts honestly about your proposal.
I like the idea that only the over the limit one would fire inaccurately, this would effectively cap the number of XXX weapon you could fire at once while still allowing you to do so, for snipers. The idea falls apart for me in brawling and close up situations. because 6 ppcs at 91 meters would basically be a shot gun and would be no deterrent to use of 6 PPC shotguns.
I feel as though this system is similar to ghost heat in that it is trying to apply an action points system over the top of the mana points system already in place.
This is to limit the number of specific actions which can be taken in a time period before facing a positive punishment.
In ghost heat you still get to shoot X
g + Y
g guns but you are punished with additional heat (X
g + Y
g = X
h + Y
h + Z
h). In your system you still get to shoot X
g + Y
g guns, but your Y
g guns aren't effective and you get all the heat of all guns fired(X
g = X
h + Y
h). So basically you're just changing the way ghost heat works. Your system still creates a disproportionate amount of heat to damage done.
The problem of the Ghost systems is that the output of Damage and the Heat created is not equal. This is why the system isn't intuitive. Your system is better than PGI's because it's at least apparent to the player that not all of their shots are hitting where as GH is a back end calculation you have no feedback for.
However if the goal is to cap the number of shots fired, why not just cap the number of shots fired?
ProsPark I'd like to see you design a system where by all of the weapons are in the same pool and you can set the maximum action points at a level that will achieve the maximum alpha the devs are comfortable with ~30(3 LL, 2 PPC) and DPS they are okay with ~12(3 AC 2s) with no ghost mechanics.