Tombstoner, on 13 August 2015 - 08:07 AM, said:
You clearly do not understand my post. This is not an idea that advocates using a 2d6 TT system. It converts the 2d6 TT system into a FPS system. meaning if the hit frequencies in game are = to a 2d6 RNG then the armor cofactor is 1. If the hit frequencies found in game show the CT hit being hit 50% more times relative to the 2d6 RND probability then the CT gets a cofactor of 1.5 meaning a 50% increasing in effective armor protection. in essence a quirk based on real targeting data gathered from the game or better yet a controlled environment.
Then you need lots of play testing to get the right feel. But stage one is the corect translation of TT rules into a FPS then game balance as needed.
If we are stuck with our current armor mechanics (and we are) then there are a few options to get the TTK exstended.
This cofactored armor value idea is pretty good if a bit fiddley with the numbers.Mainly on account of a lack of a "one size fit's all" simplicity.
Essentially the best method of Cofactored Armor is to dial in the specific armor values for specific body locations on specific chassis and even then that data can be corrupted by several factors including but not limited to engine size (faster is harder to hit) weapon build (how much "face time" is needed to deliver damage changes period of exposure to enemy counter fire) and of course pilot skill (a newer player may lack the piloting ability to spread damage away from critical body sections on their mechs)
Because of this newly added chassis would require guess work until proper data is accumulated to give the proper values so...
I would say PGI should just go with the guesstimate method for all chassis with an accross the board armor cofactor mechanic that is one size fits all even if this would create some mechs being outside the norm.In turn those special cases can be addressed specificly by altering the armor cofactors.
so let's say we look at some totaly made up numbers.
Say mech torso sections are hit three times more frequently than any other locations. the armor cofactor would then be 300% meaning a mech with 40 side torso armor and 60 center torso armor would have these values increased to 120 sides and 240 center.
So what happens next?
We all start legging targets instead of going for the torso.The next logical step is increase leg armor to match the frequency of legs being targeted. now we have torsos and legs buffed heads being difficult to hit for most mechs (exceptions for fat heads and slow moving mechs) being left to simple 2x TT armor values leaving arms as unmodified beyond our current level.
I now see a lot of right arms getting blown off to reduce enemy target firepower. So do we buff right arms now?
Option two is to increase current armor and structure values to improve ablative "hitpoint" performance while also creating a more robust critical hit mechanic.
I would suggest a big armor and structure buff across the board focusing mainly on torso sections and legs with less dramatic increases for arms (and maybe heads but probably not)
Then build a critical hit system that included all potential components in a mech's location being damaged.
Like...
Arm actuators when damaged reduce the agility of movement of the arm curser thus decreasing the response time and accuracy of arm mounted weapons.
Leg actuators when damaged reduce the speed cap and/or acceleration deceleration and turning agility of a damaged mech.
Gyro damage causing a mech to move with a staggered or shaky gait causing reticule shake similar to jumpjets do now.
Sensor damage causing the HUD to flicker and occationally static the minimap and HUD displays.
Engine damage progressivley increasing heat build from movement and reduced heat displacement from heatsinks. I would also suggest removing the 3 engine hit = dead carry over rule from TT. Just had accumulated engine damage being sufficently imparing.
Another potential feature would be to have critical damage threshholds for armor.
Since the goal is increase TTK and not neccissarily make mechs invunerable until they are actually killed I would also reccomend a through armor crit mechanic that progressivley improves the chances of damage occuring through armor as the armor becomes depleted.
100%-50% armor value = 0%
51%-25% armor value = 25% chance of "rolling" critical damage to internal components
24%-01% armor value = 50% chance of "rolling" critical damage
0% armor value - damaged internal structure 100% chance of "rolling" critical damage.
a potential side effect of a more robust critical mechanic coupled with improved armor and internal structure values is a shift in tactical thinking when fighting. Do you keep plugging the torso or do you take that arm off to kill the cannons mounted there? Do I leg the target to make an escape to finish it off latter with help. If I manage to cripple a mech is it worth the time to finish it when I have other more pressing objectives to accomplish.
I personaly feel that shifting the focus off of destroying mechs as the go to win condition and instead place more focus on primary objectives the game play will be improved.(this is also assuming we have more robust objectives beyond stand in a box for some amount of time) Even a skirmish becomes a tactical match rather than death ball and shoot repeat for best results!