Quote
[GARTH] He says he's on top of the TNT roof with binoculars, I think we should answer that.
[PAUL] I won’t answer squat unless he has a gun.
Okay seriously, the topic of pin-point accuracy/concentrated damage is something we are going to have to watch very carefully. There’s no real reason why lasers shouldn’t be pin-point accurate and ballistic shot munitions shouldn’t do area damage. We could go into numerous physics debates discussing how particles (including energy) disseminate over distance but that is not going to be conclusive to balanced gameplay. As for group fire, there’s nothing really wrong with the model and it provides a means of making a MechWarrior® tactically think about what gets fired and when. Needless to say, gameplay tuning will drive how we approach targeting and concentrated/area damage.
Ok, this is one issue where I'm going to argue for the Table-top Rules over "realism". Those of you who break out in hives at the mention of TT, you have been warned. This is also going to be a long one. Skip to the end for the summary.
All of us who got invovled in the tabletop game learned the rules for building a custom 'Mech by heart. Those rules were designed to prevent any one 'Mech from being able to dominate the game. You simply couldn't make the perfect design that couldn't be made in a dozen different ways. This was done through the balance built into the equipment tables. When the numbers were put on paper, all weapons had advantages and disadvantages. I'm going to discuss the numbers related to the Solaris VII combat rules, as they most directly translate to a Video Game. For the sake of succintness, I am going to focus on the direct fire weapons only.
PPC's are high damage high range weapons. Those benefits were offset by the weight, heat, and the longest reload time. In the case of Inner Sphere PPC's, they also suffer from minimum weapon ranges.
Gauss Rifles are high damage, high range, medium reload, and low heat weapons. The best of the best. These advantages are offest by huge critical spaces, weight, and limited duration because of small ammo loads per ton. While they don't suffer from ammo explosions, the weapon itself causes severe damage to the 'Mech if destroyed by a critical hit.
Lasers decent damage low range and middle reload times. Their short range is offset by weighing little and taking up little critical space. You can mount many more lasers on a 'Mech than any other weapon. This advantage is offset by the heatsinks required to mitigate the heat of each weapon.
Auto Cannons are the middle ground weapons that has been knocked over and kicked in the gut a few times. Each weapon fires with very little heat, does increasingly greater amounts of damage at decreasing ranges. Great weapons, if not for the offsets. All of them suffer from limited Ammo capacities that can rip the 'Mech apart if they go critical from damage OR heat. All of them are heavy and take up large amounts of space compared to their energy counterparts. Thing is, they fire fast. Fast shooting with very little heat.
So, what am I leading up to with all of this? Weapon accuracy. This applies to both Pin Point Accuracy and especially to Cone of Innaccuracy models of targetting. Arguably, by the numbers, Lasers should be less accurate than PPC's, Gauss Rifles, and the longer range AC2 and 5's. Lead times and damage spread will only make certain weapons more usable than others and diminish the weapons that already face high penalties for their use. Autocannons already suffer from limited ammo capacities and severe damage from ammo explosions. PPC's take long enough to reload and suffer high enough heat. You can barely fit one gauss rifle in most 'Mechs, let alone two. Don't make them suffer even more by spreading the damage they do around or making them harder to aim than other weapons.
If you want to put in weapon lead times but leave lasers with PPA, something has to be done to Lasers to mitigate. Maybe a damage over time or area model, so a laser has to burn away armor for a second or two to damage up to its full capacity. In order for all the damage to be in one location, the crosshairs have to be kept on target while the damage is done.
My ideal solution.. Keep the targetting for all weapons the same. No weapons lead or damage spread (missles, LBX, and such excluded from the damage spread model). If targetting is the same for all weapons, it doesn't matter if you use PPA or CoI.
Edited by Paul Inouye, 05 December 2011 - 09:15 PM.
This is not a dev blog but a user poll. Dev Blog 1 is coming soon.