Ammunition Dumping
* Suggested key = Leave blank, let player assign
- Present in Mech Warrior 3 and useful for when your weapon is disabled or just completely destroyed and makes sense to jettison ammo that could potentially damage your 'Mech if it explodes
- Highlight the weapon in the weapon bar for which ammo you intend to dump (Highlight AC, all AC ammo dumped; Highlight an LRM, all LRM ammo dumped, etc.)
AMS Cycle Mode Toggle
* Suggested key - X?
- Give the AMS a cycle to go through several modes
1. Off
2. On (Normal Mode)
3. On - Only Target Missiles Targeting You
4. On - Only Target Missiles Targeting Other Friendlies
+ With more than one AMS (can highlight the AMS in the weapon group to assign each AMS a mode, so one can be off, one can be on, one can be helping friendlies, while the other is only helping you)
PPC Field Inhibitor Mode Toggle
* Suggested key - F
- Right now, in-game, we have "Field Inhibitor" automatically turned On, with no way to disable it
- Give the PPC its enhanced functionality as it should have a Field Inhibitor, as all PPC's do, which could be on/off in canon
- In TT, it allowed for a player to turn this off, whereby all min-range modifiers were removed to allow the weapon to normally roll and fire in minrange, which came with potential drawbacks either damaging the weapon itself or the 'Mech from feedback.
- To turn off an individual PPC's Inhibitor the weapon should be highlighted in the weapon group first
(The equivalent of an alpha "oh ****" no chance survive, make your time ppc button)
1. On (Default)
2. Off - Full Damage in Min Range
* 50-90m/25% Chance to Damage the PPC and/or random section on the Mech with 2 Points of Damage
* 0-49m/50-75% Chance to Damage PPC and/or random section on the Mech with 3 Points of Damage
Example: If it fired at 50-90 with it off, 25% chance to do 2 Damage to a PPC which has 10 hitpoints. In this case, if they are unlucky
Altnerate for the "Off" Idea: Remove the "chances" and do straight up damage to the PPC or a random section of the Mech for 2 or 3 Damage within those ranges if it fires any time in those ranges
Lower/Raise Arms Cycle Mode Toggle
* Suggested key - R
- Allow 'Mechs with low slung arms to raise them for a better firing position/solution. Either a toggle or spread between keys? Obviously some 'Mechs don't have "arms" persay, so a JagerMech switching to "off" simply points the cannons downwards.
1. Off (Arms lowered to normal position)
2. On - Right Arm Raised (Left Arm Lowered)
3. On - Left Arm Raised (Right Arm Lowered)
4. On - Both Arms Raised
What could it look like?
Atlas in various firing positions
![Posted Image](http://www.sarna.net/wiki/images/d/d4/CCG_Unlimited_Atlas_D.jpg)
![Posted Image](http://www.sarna.net/wiki/images/1/10/CCG_Unlimited_Atlas_K.jpg)
JagerMech with one arm raised
![Posted Image](http://www.sarna.net/wiki/images/c/cb/JM6-Jaegermech.png)
Decouple View Independently from Aim
* Suggested key(s) - Let player assign
- Allow the user to look around their 'Mech independently from the "ctrl" key
- Either for use with Track IR or Oculus, or allow manually assigning keys for snap view: Example: NumPad 4 = Look Left; NumPad 6 = Look Right; NumPad 9 = Look Upper Right; etc.)
- Obviously would more useful if the displays in 'Mechs were to do something or display more useful information or display additional cameras (like display in the 'Mech showing a view to the side or behind the 'Mech)
Free Aim (Enhanced)
* Suggested Key - Same as ctrl? or other
- Right now "ctrl" is an extremely limited way of aiming articulated arms independently from the torso, much, much less than even MechWarrior 3 or MechWarrior 4, which made it possible to aim completely side ways (with a side view port on most 'Mechs).
- A Mech with Shoulder, Upper, Lower Actuators should definitely be allowed to aim at least 90 degrees like the image below
![Posted Image](http://www.sarna.net/wiki/images/9/95/GRF-4R_Griffin.jpg)
Other Fixes:
C.A.S.E
- Provides no equivalent protection when protecting from Gauss or ammo explosion in conjunction with XL, even though Stock 'Mechs are used in such configurations (something with this needs to change)
- While CASE did not protect an XL outright from getting destroyed in TT, it did protect the pilot from death and in terms of repairs, made repairing an XL forgiving -> meaning in a real-time game, the pilot "is" the engine since that is how you "die" (either by engine or cockpit)
* Suggestion: Allow the CASE to protect an XL from gauss explosion or ammo breaches completely or simply protect from all damage except for a small amount (like say only 25% damage caused to internal health of the engine)
Edited by General Taskeen, 01 May 2014 - 07:14 AM.