Not having a proper heat penalty system (instead relying on ghost heat) is one of those things where "minimally viable" actually grossly damages the entire gameplay system.
Overheat is one of those elegant tradeoffs that makes tabletop BT work- to the point where many 3025-era designs were built to JUST skate shutdown or ammo explosion heat levels, and TSM in later designs takes keeping a stable overheat level to benefit.
In MWO, a 'Mech should be slowing down and becoming less responsive as the heat bar rises, start taking minor damage to it's ammo slots (risking ammo exploding/critting useless), and eventually force-shutdown/'Mech damage if driven to 100%/100%+.
TT even has a nice, easily adaptable guide. Where it says "ammo explosion", just put in increasing levels of damage to random ammo criticals. "System failure" is internal damage as per MWO. "Pilot damage" can simply be damage to the cockpit. "-X Movement Points" is an equivalent loss in kph to movement, "+X modifier to fire" rendering the 'Mechs ability to adjust it's crosshairs, turn and torso twist increasingly more difficult.
As a note: 30 on this scale is equal to 100% overheat in MWO.
Edited by wanderer, 19 September 2014 - 05:46 AM.