Bobzilla, on 19 March 2014 - 06:23 AM, said:
Same mechanic as ghost heat, but the weapon can't be fired for 0.5s (can be adjusted per weapon) once the limit is reached, and get rid of ghost heat.
For example: A mech with 3 PPC's can fire 2 of them willy-nilly, but no more than 2 can be fired within the span of 0.5 seconds. A mech with 4 PPC's can fire 2 but then have to wait 0.5s to fire the other 2.
The time may have to be longer or shorter than the 0.5s and may even have to weapon spacific.
I think this would allow boats to function, as they should, but would ease some of the problems with boating.
What are your guys thoughts? Maybe it could be applied to just the pinpoint projectile type weapons. How do you think this would/should work with srms and lrms?
PS: As for an explanation as to why mechs function this way from a 'real life' view, as that is important to some. Maybe power drain or amunition feeder limitations?
IMO, what would be more effective is to add a firing limit of one (1) to all weapons AND add a short universal lockout to each and every weapon, such that 1.) no weapon could be fired simultaneously with any other weapon and 2.) no weapon could be fired within the lockout interval of any other weapon.
With a lockout interval of (for example) 0.125 seconds (that is, one-eighth of one second), the result would be that group-firing a set of six weapons (such as the hunch on the HBK-4P, or one of the arm clusters on the
Black Hawk Prime) would take slightly more than one half-second to fire all of the weapons.
- At t = 0.000s, the group fire command is sent and weapon 1 fires.
- At t = 0.125s, weapon 2 fires.
- At t = 0.250s, weapon 3 fires.
- At t = 0.375s, weapon 4 fires.
- At t = 0.500s, weapon 5 fires.
- At t = 0.625s, weapon 6 fires.
In the event that of more than one group being triggered simultaneously, the firing order would prioritize by group and then by order within the group.
- At t = 0.000s, the group fire command for weapon group 1 (3 weapons) & weapon group 2 (4 weapons) is sent simultaneously, and weapon 1 of group 1 fires.
- At t = 0.125s, weapon 2 of group 1 fires.
- At t = 0.250s, weapon 3 of group 1 fires.
- At t = 0.375s, weapon 1 of group 2 fires.
- At t = 0.500s, weapon 2 of group 2 fires.
- At t = 0.625s, weapon 3 of group 2 fires.
- At t = 0.750s, weapon 4 of group 2 fires.
The result is that the number of weapons that can be fired within a given span of time - and, as a result, the amount of concentrated damage that can be delivered against a non-stationary target - is consistently limited across all weapon classes & types.
As an example of this system in action, the game
Chromehounds did as described above, albeit with a very small delay interval (on the order of ~0.05 seconds); it is particularly noticeable on weapons like the cannons (e.g. Anelace) & sniper cannons (e.g. SC200). Though, it should be noted that CH did not permit more than four weapons per group and did not have the ability to simultaneously trigger multiple weapon groups.
As a modification to the proposal, the lockout time could be varied by weapon - e.g. a Medium Laser may have a lockout time of 0.125s, while a small Laser might have a lockout time of 0.100s, while an AC/20 might have a lockout time of 0.150s, while a Gauss Rifle or a PPC/ER-PPC might have a lockout time of 0.200s, and so on.
Edited by Strum Wealh, 19 March 2014 - 08:40 AM.