How long should restart from overheat shutdown be?
#121
Posted 23 November 2011 - 07:01 AM
I realize, however, that this is a game. Hence, you can't really be that realistic with it. I'd like to see shutdowns last a minimum of 30 seconds as the mech cools off. Perhaps a pilot skill could decrease shutdown times, but even then, once you overheat you better pray your lancemates are around to keep you alive. Because, in my book, if you're alone and you shut down from overheating, you lose.
#122
Posted 23 November 2011 - 08:35 AM
yellow (warning) - close to overheating, weapons slight accuracy loss, mech controls start getting sloppy, cockpit effects (sparks, flashing lights, voice warning).
red (shutdown imminent) - weaps wildy inaccurate, mech almost unresponsive (can't run or turn effectively), time based on Pilot Skill and mech loadout (e.g. Quick Boot, Enhanced Coolant Flush) but not < 10 sec.
You can try to avoid red by coolant flush, water immersion (coolant flush should light you up on enemy map however, if they have scouts with ability to detect Radioactive material).
Shutdown - you're fried, cockpit effects (goes dark, sparks, reboot sequence starts), I like a roll % chance of starting up, so it's not always the same (base it on mech damage, tonnage, model, pilot skill, etc...) a damaged mech should take longer to reboot than one that is undamaged.
Post reboot damage? Unsure on this, maybe each overheat causes damage to the mech in some random form (weap dmg, movement dmg, etc...)
#123
Posted 23 November 2011 - 10:08 AM
CaveMan, on 22 November 2011 - 10:25 PM, said:
Load up on inferno missiles and grief people until they ragequit? Try NOT overheating with succession wars tech. Shutdowns are part of the game.
Which half of the succession wars? xD
The early half still had DHS until 2855 or so.
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Which version? BattleDroids? Or BattleSpace?
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Then can use Autocannons if they don't like overheating...
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Cars overheat due to other reasons.
'Mech combat has heat spikes whenever a weapon is fired.
Edited by Alizabeth Aijou, 23 November 2011 - 10:12 AM.
#124
Posted 23 November 2011 - 12:00 PM
However, something like a Nova Prime should give you enough time to make a grilled cheese sandwich.
Accordingly, my answer is that it depends. A mild overheat should only be a momentary hiccup while some overheating calls for a hard shutdown which takes longer to recover from.
#125
Posted 23 November 2011 - 12:09 PM
#126
Posted 23 November 2011 - 12:33 PM
I got so tired of the ridiculous jump shot alpha strikers.
#127
Posted 23 November 2011 - 12:55 PM
#128
Posted 23 November 2011 - 02:33 PM
Another big part of playing the Nova is learning when to overheat and by how much.
#129
Posted 23 November 2011 - 04:16 PM
The heat should slowly dissipate based on those factors, and the 'Mech should only reboot itself once the heat has reached a proper level.
That means that someone who is slapping the heat override button too often in a row will crank the heat up so much in the red that it will take longer for his 'Mech to reboot than a 'Mech who just barely overheated.
That sounds sensible to me anyway.
Edited by Tweaks, 23 November 2011 - 04:16 PM.
#130
Posted 23 November 2011 - 04:43 PM
1. Number of heatsinks
2. Passive leveled-up avatar skill
3. See below
I would like some way to make the player able to reduce the cooldown. Obviously not much, maybe 5 seconds top. Make the player have to type some sort of code showing in the screen to accelerate not the refreshing (no way to type your heat out), but the restarting (trying to find shortcuts in the programming to make it start faster).
#131
Posted 23 November 2011 - 05:06 PM
Well anyway I think it should be long enough that players don't want to let it happen. The board-game using 10 second turns let you try each turn so in theory it should take 10 seconds more or less. Though I think trying to restart at various heat levels affected the difficulty of restarting. So somewhere in the area of 10-20 feels about right though I would be happier if restarting was more than "wait, or press Q rapidly". Granted that's great for the casual players I guess but I wouldn't mind having to make cockpit adjustments to get the machine working faster.
#132
Posted 23 November 2011 - 09:53 PM
#133
Posted 24 November 2011 - 10:05 AM
#134
Posted 27 November 2011 - 07:08 PM
#136
Posted 10 December 2011 - 11:05 AM
At the 1st overheating should be a warning and everytime you do it again the possibility for explosions or fading should grow. This is fair to noobs and old fashioned BT followers.
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