Weapon diversity incentives: Rate of Fire.
1-2 weapon types = No change in RoF.
3 Weapon types = 20% increase in RoF (reduce cooldowns by 20%)
4 Weapon types = 30% increase in RoF (reduce cooldowns by 30%) Increase HS efficiency by 10%
5+ Weapon types = 40% increase in RoF (recuce cooldowns by 40%) Increase HS efficiency by 25%
Weapon Types:
LRM (includes 5,10,15,20)
(S)SRM (includes SSRM 2, SRM2,4, 6)
Large Laser (includes LL, ERLL, LPL)
(S)Med Laser (includes SL, SPL, ML, MPL) *WHEN PAIRED, you must have 2 of them minimum to count*
PPC (includes PPC, ERPPC)
Large ballistic (includes Gauss, AC20, AC10)
Small ballistic (includes AC5, UAC5, AC2)
Tiny Ballistic (MG) *When paired, and with ammo*
Items that do not count as types to avoid people throwing on tiny useless items for the purpose of boosting the RoF of their intended weapons.
Items:
Flamer
TAG (no point in pairing)
NARC (^same^)
AMS (not even really a weapon)
BAP
ECM
etc... I think you get the idea.
My thinking is that, because different weapon types work so differently, (one doesn't use AC2s with an AC10 typically), they're more challenging to use in an engagement versus 1-2 weapon type alphas. (AC5/PPC seems most popular right now)
So this is a rough draft (thought of it a few minutes ago) and I'd like to see where it could go.
Any thoughts?
Edited by Livewyr, 21 April 2014 - 09:05 AM.