I've seen some of the proposals put forward by the community, and while many seemed spectacular to me, pessimist Kiiyor thought that they would never see the light of day because they made sometimes drastic changes to our existing systems. Also, some of them were downright brutal as far as penalties go - so I wanted to strike a happy medium between the more arcade system we have now, and the brutal and unforgiving system so popular in TT.
So, inspired by some of the suggestions in other threads, I tried to think of some sort of heat penalty system that modified our existing mechanics, rather than creating new ones. And then I got excited and created new ones… Anyhoo, rather than our current two tier heat system of "nope, no problems here" and "death", I tried to imagine a graduated system of worsening quality of life effects, rather than a sudden end of life effect we have now at the top of the scale... so here:

The numbers aren't hard and fast by any means, and would likely need tweaking specific to the weight class of mech involved. I just wanted to throw some sort of guide out.
You might notice that the initial penalties for operating after shutdown (as far as life expectancy goes) aren't quite as severe as those we have now. That's because your movement, recharge and other penalties are quite stiff at this stage - you're basically a barely functioning turret. I liked the idea of trying to make your failing war machine dish out the hurt for just a little longer.
Also, internal damage can start appearing randomly after 50% - and though I know how much most people hate the thought of random numbers, I like the thought of intermittent ouchies.
Some other points:
- The flickering hud, and perhaps even new sound effects could leave more immersive queues as to your current heat situation, rather than relying on the heat gauge alone.
- If you were to shut down at any stage above 50% heat, all detrimental affects would stop.
- I'd love it if pilot effects were possible - blurred vision and the like, or even a heat haze filling the cockpit (which would probably tank FPS, but a guy can dream).
- Want to unleash a death star style torrent of laser vomit? Well, you CAN, but your machine will protest strenuously. Good luck getting back into cover after your 60 point alpha strike!
- Want to forgo heatsinks in the name of allowing yourself to fling more and more missiles downrange? Well, you CAN, but don't be alarmed when they start exploding in your face. Same goes for Dakka; you might really want to rethink firing at high heat if you're playing AC20 russian roulette.
- Maybe... just maybe, this system would encourage mixed builds. Lasers to open the fight with, ballistics to use when things warm up, and SRM's or LRM's to finish the job with... maybe.
What do you guys think? I'm thinking that it would maybe solve some of our more pertinent laser vomit issues, but might create some in other places, like elevating ballistics.
EDIT: SO, COOKOFF CHANCE. I explained this like a chump! It's not a chance for ALL your ammo to go up - it's the chance for a chambered round to go off. So, if you're piloting your AC10 wielding urbie, and have managed to heat your tin can to around 110% after overriding because not overriding is for chumps, your next AC10 shot has a 15% chance of exploding when you fire it, and doing it's damage to your internal structure. So, 10 damage, no spectacular kaboom, but a definite ouchie.
IN SUMMATION: No ammo explosions here! They happen enough when a DireWhale fills your ammo bins with dakka.
Edited by Kiiyor, 13 July 2015 - 02:02 AM.