Jump to content

Ghost Heat Or Ghost Cooldown


2 replies to this topic

#1 Graugger

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • 765 posts

Posted 22 January 2015 - 09:46 AM

I've seen people saying ghost heat makes no sense and should be removed so I've got a thought.

Now I am fully aware this would take a (place bad word here) ton of re-coding in the game but perhaps in the future if people think it is a "better" and "more realistic" alternative to ghost heat as system of ''ghost' cooldown could be implemented where the cooldown time of weapons is based on the number fired rather than at a default rate.

For explanation firing a laser pulls power from the reactor which generates a flat rate of power. Now if you fire multiple lasers you're using more power but this doesn't change the reactors output and thus it takes longer for your lasers to charge because the power is being split between them. This idea could also be implemented in the gauss charge mechanic where charging and firing one gauss would be faster than charging and firing two gauss.

For ballistics and missile based weapons, these weapons draw off of a single ammo bin at a time. This ammo must be split between weapons if multiple weapons are being fired within each other's cooldown times thus making it take longer for them to reload.

Additionally it would be interesting if engine size effected energy weapon cooldown so a mech fitting every weapon under the sun with a 200 engine would have a significantly longer energy weapon cooldown time than a Dragon with an XL 400 engine.

XD

Of course the Nova would still be royally (insert bad word here) but it wouldn't explodificate from an alpha strike, you'd just be running around for like 5 minutes waiting for all your lazors to recharge.

EDIT: This would better promote hit and run tactics and would allow default high energy mechs to have a purpose on the battlefield instead of leaving them to the role of popcorn kettle.

Edited by Graugger, 22 January 2015 - 09:48 AM.


#2 Cyberiad

    Member

  • PipPipPipPipPipPip
  • 342 posts

Posted 22 January 2015 - 11:33 AM

Wasn't the reason why ghost heat was introduced to prevent 6 PPC stalkers from killing a mech in 1 shot? One way to make time to kill not matter would be to have infinite respawns where dying doesn't matter and doesn't affect if you win or lose. MWO doesn't have to be Counterstrike with mechs. It could be Subspace Continuum with mechs. Look up Subspace Continuum in Google, it was essentially the first network game ever made. It's TTK in Trench Wars is ridiculously low, you die from mostly 1 hit shots, however the game remains fun because the objectives are not death/kill based but instead about capturing a base. There are infinite respawns with no reprecussions other than affecting your K/D ratio and you can join/leave the game at any time.

#3 Burktross

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,663 posts
  • LocationStill in closed beta

Posted 22 January 2015 - 06:47 PM

View PostSilicon Life, on 22 January 2015 - 11:33 AM, said:

Wasn't the reason why ghost heat was introduced to prevent 6 PPC stalkers from killing a mech in 1 shot? One way to make time to kill not matter would be to have infinite respawns where dying doesn't matter and doesn't affect if you win or lose. MWO doesn't have to be Counterstrike with mechs. It could be Subspace Continuum with mechs. Look up Subspace Continuum in Google, it was essentially the first network game ever made. It's TTK in Trench Wars is ridiculously low, you die from mostly 1 hit shots, however the game remains fun because the objectives are not death/kill based but instead about capturing a base. There are infinite respawns with no reprecussions other than affecting your K/D ratio and you can join/leave the game at any time.

this





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users