NOTE : This suggestion is made for an off the field R&R system in faction play, not an ON field R&R system. Might be off-topics... but directly linked to the concerned subject. I clearly am new to this "community suggestion" thing but played some time already. So if it's really off-topics, and you find it interesting, contact me to make me switch to a new subject.
At one point, R&R could be really interesting as a feature in both CW and quickplay... But the reward system should be modified accordingly to reflect the survivability of the mechs. Most damaged mechs can survive in the long run if managed correctly and positionned accordingly by their mechwarriors.
I also would like to see a more progressive penalty for legs, arms and head hits... For the moment, only removable parts can be critically hit and arms/legs/head have a fixed amount of HP. What if critical hits could also be taken for fixed parts, rendering the legs/arms/head progressively less and less useable.
To explain myself :
For arms, their are :
- shoulder,
- upper arm actuator,
- lower arm actuator,
- hand actuator.
For legs :
- Hip,
- Upper leg actuator,
- Lower leg actuator,
- foot actuator.
For head : Sensors, life support, cockpit
For critical hits in the shoulder or hip, the concerned leg or armed would become useless or fall as it does normally (its an additional mechanics to the HP system... so a leg/arm could still have HP left but become unusable).
For critical its in the actuator for legs, it would give a cumulative third of the actual drawback in mobility. That means if both have all actuators critted, mobility would fall under 40% but if only one actuator in one leg is critted, the mobility penalty would be far more forgiving... It would allow for a quick reaction and escape.
For arms actuator... hands actuators would be a damage buffer as they generally don't serve any purpose for weapons. Upper arm actuators would disable the ability to rise the concerned arm, under arm actuator would disable the ability to get the arm under the lock position.
For the head : cockpit results in instant death, Sensors would render the targetting system inoperant but let the mech still operating (extended survivability but unable to lock targets for the team, unable to get if target is alpha, beta or something else... For a real teamplay, that is quite a crippling feature and delays the damage ouput a little). For life support systems, the result is simply an automatic ejection even if the mech is still operational OR an ejection of the front window., leaving the pilot in plain sight (one shot kill, even with a machinegun).
This mechanics would allow for a way to continue the fight slightly longer and be a little more realistic. It has its drawbacks and advantages...
It should ONLY be integrated as part of an R&R system. People could really manage the repair costs in accordance to their playstyle. (Obviously, a guy using a quickdraw 5K as a laser vomit platform would have the use of arms actuators and a guy focusing on large lasers in the torso would not have the use for it. OR... people could adapt from one use to another according to the damage taken in actuators.)
example : Left arms actuators are broken but i don't have the C-bills to pay for the repairs... I switch to a torso large lasers for the left side and use my left arm as a damage buffer, but i still want to have a medium laser in the right arm to get some localized damage in the extreme right side, upwards and downwards.
By the way, the cost for actuator repairs should be separately standardized for inner sphere mechs, clan mechs and mech tonnage (an actuator for an atlas can obviously not be as cheap as one for a Wolverine). It would reflect the increasing maintaining cost of heavier mechs.
As part of this, the longer the mech survives with crippled arms, legs and or head... the more important the reward (if and only if the mechs continues to scout, give damage, capture...). If he plays hide and seek doing nothing usefull but survives until the end of the match or more than a minute, (meaning he at least escaped the crippling situation)... a simple refund for the crippled parts should be given. For giving more damage (at least 50) or scouting, flanking, and giving his team some help after the crippling situation AND surviving, a "crippled helper" reward could be given (5 to 20% more C-bills than the cumulative cost for damaged fixed parts)
It should normally give deeper metaplay and an increased need for tweaking if implemented correctly.
Edited by Koulkrith, 01 May 2016 - 02:03 PM.