1) As a Damage modifier:
The idea here is to have the player activate MASC to provide a damage resistance buff, not an increase in speed, for the activation duration. Activation would/could/should require the mech be at a minimum speed to be activated...perhaps a minimum of 75% throttle and/or some minimum absolute speed for the chassis or class.
Successful activation of MASC would cause all damage received to be reduced by some %, plus the appropriate increase in heat production while MASC is active(I assume this means prolonged use could cause a mech to over-heat, automatically toggling MASC off). Perhaps as a counter-balance, all weapons fired by the user mech while MASC is active would also reduce own damage output by some %...I'd suggest somewhere between 50-67% of the % reduction for the user's damage resistance buff(so if MASC reduced damage received by 10%, the user's weapon damage output would reduce by 5 to about 7%). These mechanics are designed to emulate the difficulty in both being hit and successfully hitting others at the higher speeds MASC would have provided.
These modifiers could be further modified by modules, perhaps even by seperate modules.
In addition to the obvious buff for successful activation, their needs to be a mechanic for when MASC fails. I was thinking of a damage resistance debuff that increases damage received for a fixed duration of time when it fails. The debuff could be 1.5-2x that of the normal damage resistance buff when MASC operates successfully...so a MASC failure would result in an increase in damage received by 15-20%. This could be in lieu or in addition to the appropriate leg damage sustained as part of a MASC failure. A MASC failure would cease to develop additional heat, even during the failure duration.
2) As a fixed acceleration and max sustained speed modifier:
Basically, find some averaged speed for a mech over a prolonged period in which it is assumed the mech is traveling at max speed, and considering failure chance rates, find the averaged speed based on repeatedly using MASC, plus a MASC failure. What ever distance covered for the time period used, make that averaged speed the mech's new sustained max speed when equipped with MASC...no temporary speed boost.
In addition, provide an appropriate increase in standard acceleration for the mech.
This method would require no activation mechanic for the MASC equipped mech, because all benefits and drawbacks are averaged into the "new" performance specs for the mech.
Modules could possibly be used to modify these values.
3) Re-scale the mechs and applicable system models:
Re-scale so mechs and systems travel/operate at higher scale speeds without the possibility to exceed the absolute speed limit of the engine. This re-scale would essentially make all mechs, and possibly even all other 3D models on the map such as trees and buildings smaller. We'd also need to adjust mech turn and rotation rates to complete the scale down...I believe it would require reducing turn and torso rotation rates by approximatly the same multiple of mech and 3D object scale. It would reduce weapon ranges and projectile speeds by the same multiple...it might also be justifiable to adjust fire rates also.
In the end, the goal of re-scaling is to make everything feel the same, but allow for what feels like faster mech max speeds. In addition, maps would now feel bigger without actually being bigger.
Please discuss.
Edited by CocoaJin, 11 September 2014 - 10:50 AM.