ITEM #1: GHOST HEAT...
Instead, each weapon you fire generates 'Overload' (calculated before the shot is actually fired, 1st shot is free) in addition to heat.
'Overload' stacks mutiplicatively with each additional weapon that is active.
Each stack 'shakes' your crosshair a slight amount over a short period of time.
As they stack the 'shake' gets worse, and lasts longer.
since this is calculated a split second (we are using computers here) before the shot is fired/emmited, alpha suffers worse than chain-fire as everything is hit with max deviation for the number of weapons fired, as opposed to extending the duration of a slight 'shake' over the chain-firing period.
ya, basically the way any other shooter works - firing a lot of guns is equalivilant to the accuracy penalty in an FPS when you hold the trigger on a full auto MG.
-You could even give each weapon a specific value of 'shake' generated so that offending weapons (Gauss) generate more 'shake' per stack and even extend the duration of the stacks generated by these weapons.
-Alternately, offending weapons (Gauss) create an amount of background 'shake' that is always there while the weapon is functional; so mounting 4 Gauss becomes moot unless you dont care about accuracy.
THE END. A more effective deterant to alpha, as it causes divation and thus CAN NOT be pin point (which is the entire issue); you will still do all the damage (assuming you are close enough for the deviation to encumpus the enemy mech) but it will be spread around like it should be.
ITEM #2: MECH BALANCING...
Clan = 2000, IS = 1000; max value of mechs in a fight is 12000. DONE.
all weapon and mech values to cannon. Clan = Quality. IS = Quantity.
both sides have to play to their strengths; IS must swarm and focus fire to win. Clan must be very careful in where they choose to engage - loss of a single mech is like loosing 2.
As the game progresses, these values are tweeked, less played mechs get their match value lowered, EX: Gargoyle wouldnt be valued the same as an Execuationer.
THE END. Making the two factions functionally the same is stupid. Your community hates this.
STOP TRYING TO DO IT.
Item #3: Heat...
THIS:
"Heat levels 0-50%: Optimal running temps of mech, no issues
Heat Levels 51-74%: Mech running hot, causing sluggish movement (torso turn rate + movement turn rate scaling penalty)
Heat Levels 75-85%: Mech is at low critical heat; movement further impaired as well as random heat sinks begin to take .5 damage every 2-3 seconds.
Heat Levels 86-95%: Mech at moderate critical heat; movement still impaired at same rate as low critical heat, various heat sinks still taking .5 damage every 2-3 sec, and weapons reload 5-10% slower.
Heat Levels 96-100%+: Mech at high critical heat; All of the previous effects from before, plus internal structure damage begins occuring as well as shut down if heat reaches 100% or more (if override isn't on.)
- Setun"
Deterimental heat degradation of the mech is how you deal with energy boats; make them sluggish, kill their refire, and with 'shake' stacking, alpha's designed to do pinpoint just dont work.
Ballistic mechs have to respect heat as it can cause their ammo to cook off killing them instantly, or at least their weapons.
'Shake' stacking and ammo/tonne ratio deal with Gauss, which ignores basically every other constraint.
Flamers are simple, they generate more heat on the user than the target thus making boating them a bad idea now that heat has a penalty. as long as the values are lowish, then its shouldnt be bad.
Edited by Phantomime, 17 October 2015 - 11:11 PM.