1) Fix Heat Capacity.
I've been leaning towards setting a Universal Heat Capacity to 30 with dynamic heat effects based on heat retained over time.
With the original, building excess heat would cause problems, so we should see issues within MWO too.
Here is a table showing what I was looking at:
With such a change, I'd like to look to increasing dissipation, but we need to start with Capacity first.
2) Fix Lock-On, in Relation to ECM (Making it an independent system)
If we can at least make Lock-Ons independent of ECM's cloak, that could be a good start for both Clan and IS. But that would need to include changes to how locks work.
Here's what I'd look at:
With ECM specifically:
ECM no longer prevents locks or slows them down.
Still works against Artemis, and canceling out other spread reducing bonuses.
It will continue to obsure the HUD and deny a Paper Doll (HTAL, hopefully in the future) as it currently functions.
TAG, NARC, PPC shot can reveal a Target, filling the Magic Dorito for Allies and the Paper Doll info just as currently can happen.
Then for the Lock-on mechanism (making it independent):
Holding the reticle/crosshair on a target long enough brings up the 'Lock-On set' reticle independently.
No longer need to acquire a Target lock with the default 'R' with Line of Sight on Target.
ECM no longer blocks locks if player can hold reticle/crosshair on target with Line on Sight on Target.
Target Decay and Radar Deprivation will still be able to modify Target Retention for Locks.
Showing the Paperdoll of a Target should be a separate (independent) mechanism from Locks.
Indirect Fire Lock-On needs a Target to be TAG'ged, NARC'd, and/or revealed by a UAV.
3) Convert all Mech Tree efficiencies into Modules and adjust values
This way we can keep what has been worked on (Grinded) in the current 'Skills' Tab, but we would need to choose between them to see what will be improved on the mech. By having to make such choices on what will be used in a match, the devs can still add more quirks and continue adding to that particular system.
4) Fix LRMs and improve SRMs
With LRMs, I'd look to bring the missile count from 180 back to 120 (and make them 1 damage per missile), then at least bring the cooldown on all of them (from 5 to 20) to 6.67.
Next, I'd apply a modified SSRM 'bone' Targeting system to how they hit so that the spread is more efficient and CT coring is reduced.
Then increase missile speed. After that if they are 'under' powered, then I'd see about testing a fire, lock, and forget style for LRMs.
With SRMs, I'd apple the SSRM 'bone' Targeting system, but like LRMs allow them to fire without a lock. Then boost missile count to 120 missiles to help lights and mediums.
5) Increase the number of Modules (while decreasing prices) to have another method to dynamically customize our mechs. And allow Equipment to increase the available slots to mount Modules
Adding to point #3, I'd continue adding new 'modules' such as, Counter Battery, Radar Decoy and so on, and convert some existing gear to the module system, such as needing to slot Night Vision and Thermal Vision. (I'd also make TAG have it's own unique Hardpoint, like AMS and ECM, so that it doesn't occupy an Energy Slot.)
This way, different modules will be set in different categories and would be restricted to particular slots from different pieces of equipment.
Want to have a global impact, mount TAG or Command Console to mount a Counter Battery module to increase strike cooldown. Want to call artillery mount TAG or Command Console.
Want to trick the enemy with a false radar blimp mount ECM for the Radar Decoy.
Want to use a UAV, mount BAP to be able to slot it for a match and to be able to use the module to modify the UAV. Want to use Seismic, mount BAP.
Want to build an agile brawler, then utilize the newly converted Mech Tree Efficiencies boost your mech over increasing Radar Range, mounting a Vision module or a sensor.
With enough affordable choices, we can then build better dynamic Roles, with further adjustments to default values, and how much the default values get boosted by the choices made with modules.
With synergies from more Mech Quirks and we could see something like the SDR-5V currently being useless, to being invaluable for Recon-based quirks that could increase sensor range so that it can spot at extended ranges.
Or have a Jenner remain the ultimate Speedy Striker, but weak as a spotter and so on.
Here was a mock-up I made recently, so it still needs plenty of refinement, but is more or less what we could see in the future with the idea I'm trying to describe in #5.
Edited by Praetor Knight, 04 August 2014 - 11:31 AM.