

Easy Solution For Masc
#1
Posted 11 December 2014 - 10:43 AM
#2
Posted 11 December 2014 - 10:46 AM
#3
Posted 11 December 2014 - 10:50 AM
FupDup, on 11 December 2014 - 10:46 AM, said:
Yeah, MASC is supposed to be really risky. If it's just a heat penalty people will use it outside of combat situations all the time, and never in combat, which is the opposite of its TT/lore use, which is as an emergency boost of speed for combat and escape.
#4
Posted 11 December 2014 - 10:50 AM
#5
Posted 11 December 2014 - 10:52 AM
+20% acceleration
+20% deceleration
+Top speed set to 171 kph
- has a random chance to deal 1 point of damage to leg internals
- longer use increases chance to deal damage to legs
On deactivation
Speed set to 50 kph for 4 seconds,
Leg damage chance stops
Cool down of 10 seconds
#6
Posted 11 December 2014 - 10:55 AM
Spheroid, on 11 December 2014 - 10:50 AM, said:
But I want my Firemoth.... 216kph! A zoom, zoom, zoom!
http://www.sarna.net/wiki/Firemoth
#7
Posted 11 December 2014 - 10:56 AM
Lefty Lucy, on 11 December 2014 - 10:50 AM, said:
Except that internal leg damage becomes progressively less risky as your mech's tonnage increases, because people don't shoot the legs of larger mechs as often and they have more armor/internals to soak the damage anyways. A mech like the Gladiator (95 tonner) would have minimal drawbacks to using MASC under such a system, while the mechs that arguably "need" MASC the most (for their niche) would barely be able to make use of it.
My goal was to make it a bit more across the board and to not overly penalize mechs that have basically no purpose except for the fact that they mount MASC (i.e. Fire Moth).
Also note that the heat gain would be exponential, like Flamers are. When you start out it wouldn't be very much, but using it more and more would cause it to become increasingly hard to manage. Eventually, it would spike your heat to the top even for just a second of use. Here is a demonstration of the exponential heat gain on Flamers, for reference and lulz:
If we're going by its lore/TT use, it wouldn't deal internal damage at all, it would just randomly lock up your legs and completely immobilize you if you didn't make enough offerings to the dice gods.
Edited by FupDup, 11 December 2014 - 11:11 AM.
#8
Posted 11 December 2014 - 10:56 AM
Lefty Lucy, on 11 December 2014 - 10:43 AM, said:
1 point of damage each and every time isn't "risky" though, there's no risk at all if you get damaged every time.
Maybe it should have a RNG involved, and 25% of the time you take a few points of leg damage.
#9
Posted 11 December 2014 - 10:56 AM
Brody319, on 11 December 2014 - 10:52 AM, said:
+20% acceleration
+20% deceleration
+Top speed set to 171 kph
- has a random chance to deal 1 point of damage to leg internals
- longer use increases chance to deal damage to legs
On deactivation
Speed set to 50 kph for 4 seconds,
Leg damage chance stops
Cool down of 10 seconds
Why make it complicated and random?
#10
Posted 11 December 2014 - 11:00 AM
Lefty Lucy, on 11 December 2014 - 10:56 AM, said:
Why make it complicated and random?
because that is how its set in table top. You are super charging your mech's muscles to move faster than they should. random damage is bound to happen and its a risk you must accept if you wish to mount it.
also its not that complicated, almost all those effects are already in the game they just need an activation and modified value code.
#11
Posted 11 December 2014 - 11:01 AM
Also, STOP TRYING TO BALANCE EVERYTHING WITH HEAT, thanks.
Edited by kapusta11, 11 December 2014 - 11:05 AM.
#12
Posted 11 December 2014 - 11:01 AM
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