Rebas Kradd, on 24 June 2014 - 11:35 AM, said:
If this is just going to be a dev-bashing thread, I feel bad for Bill not actually getting any feedback on his idea.
Meh. Not a big deal. The memes are entertaining and feedback is overrated, particularly considering all the feedback I already got with the initial proposal. After a full year, I'm still doggedly convinced a system like this is the way to go, and I'm not so sure anyone could persuade me otherwise.
Maxx Blue, on 24 June 2014 - 02:11 PM, said:
Interesting idea, but I wonder if it is overly complicated. What do you think about getting rid of ghost heat and just setting hard caps on the number of weapons you can fire simultaneously in a given group? So, instead of ghost heat after two large lasers, if you put three or four in a group, only two will fire when you pull the trigger. That would actually let you FORCE players to limit their alpha damage rather than just hitting them with heat penalties if they still choose to do it anyway. For particularly powerful weapons like PPC's and Gauss, you could even limit them to one-at-a-time. They already do this with Gauss, so at some level the code exists to limit group-fire by weapon type. Also, it shouldn't be too terrible to indicate in the mechlab UI when you hover over a weapon 'max simultaneous fire: 3' or something like that to tell people how many they can shoot at once. You could add chassis-quirks so that certain chasis had different values (let the awesome fire 3 PPC's or what have you) if you want more flavor, or as a way to make junk mechs more desireable. Also, it doesn't require any extra HUD elements in-game.
That would either require an equal amount of work or have a very small effect. Hard-capping how many you can fire would work, but like my proposal, it would have to be shared between weapons. If it doesn't limit ballistic/PPC combinations, it's just as lacking as Ghost Heat.
And if it does link everything together, then all of the work I'm proposing would need to happen anyways, including a number in the Mechlab; the only difference would be the penalty itself, which would switch to certain-weapons-not-firing instead of a heat penalty. You wouldn't have to show it on the HUD, but that would be the only less complicated part.
I don't end up liking a hard cap because I think you should be able to do whatever the hell you want - it should just be balanced. If someone wants to fire off a 40-point alpha and cook to death, that's cool. If someone is willing to trade some extra heat for that clutch shot, I don't want to stop them. I think large alphas are overpowered - not illegitimate entirely.