Since ten different competing ideas are better than nine, here's my latest thoughts:
1. If you do not fire weapons simultaneously, there should be no penalty. Aiming skill should be rewarded, but pinpoint alpha is just too powerful.
2. The old method of dealing with missile spam - limiting the total number of simultaneous missile tubes that missiles could come out of - worked just fine. Returning to that system for missiles is better than ghost heat.
3. For direct-fire energy and ballistic weapons, everyone keeps talking about 'convergence', but convergence is a no-go due to how PGI coded host state rewind. So how about this:
When multiple ballistic or energy weapons are fired simultaneously, the game sorts them from highest damage to lowest. The highest-damage weapon is not modified at all. Each further weapon has its aim adjusted ('cone of fire' style) by an amount equal to 0.1 degrees times the amount of damage of all weapons above it in the list - halved if you have the Pinpoint skill. Ballistic weapons and energy weapons are each processed separately, and machine guns and flamers are exempt.
So let's say I fire a PPC (10 damage), a Large Pulse Laser (9 damage), and three Medium Lasers (5 damage each). The PPC will hit exactly where I'm aiming. The Large Pulse Laser will deviate by up to 1 degree of arc (10 x 0.1) in a random direction. The first Medium Laser will deviate by up to 1.9 degrees of arc ( (10 + 9) x 0.1) in a different random direction. The second Medium Laser will deviate by up to 2.4 degrees of arc ( (10 + 9 + 5) x 0.1) in a third random direction, and the third Medium Laser will deviate by up to 2.9 degrees of arc in a fourth random direction. With Pinpoint, the Large Pulse deviates by up to 0.5 degrees, the first Medium Laser by up to 0.95 degrees, the second by up to 1.2 degrees, and the third by up to 1.45 degrees.
If I also fire a Gauss Rifle (15 damage), an AC/20 (20 damage), and three AC/2s (2 damage each), the AC/20 will hit straight-on, the Gauss Rifle will deviate by up to 2 degrees, the first AC/2 will deviate by 3.5 degrees, the second by 3.7 degrees, and the third by 3.9 degrees. With Pinpoint, the Gauss Rifle deviates by up to 1 degree, the first AC/2 by up to 1.75 degrees, the second by up to 1.85 degrees, and the third by up to 1.95 degrees.
Note that if you're playing with a 90 degree field of vision, 5 degrees is roughly the width of the fully locked-on missile reticle. So if the center of that reticle as your aim point, a deviation of 2.5 degrees could hit anywhere inside that circle.
So if you want to focus your fire, either chain-fire or get closer.
Or, if you're Clan, mount a targeting computer. With this system, the TC can finally be recoded to do what it was originally supposed to do - focus fire on a single location. It's incredibly simple programming to just have the deviation of each weapon divided by (1 + TC power), so that a Mk 1 TC halves your deviation, a Mk 2 cuts it to 33%, a Mk 3 to 25%, and so on.
For weapons fired nearly-simultaneously, divergence can 'decay' by 50% every 0.1 seconds after a weapon fires, and disappear completely within 0.4 seconds. So if you fire the large pulse laser 0.1 seconds after the PPC, it will diverge by up to 0.5 degrees instead of 1 degree. Fire it 0.2 seconds later, and it will diverge by up to 0.25 degrees. Fire it 0.3 seconds later and it will diverge by up to 0.125 degrees, and fire it 0.4 seconds later and it will hit right where you're aiming.
The code for weapon divergence already works (witness the machine gun), it shouldn't interact weirdly with host-state-rewind, and the algorithm for determining how to deviate weapons is dead simple. And it solves the pinpoint problem much, MUCH better than ghost heat does.
(In fact, I wouldn't mind going back to the original pre-doubled armor values of the closed beta, if such a system were implemented.)
Edited by Ialdabaoth, 12 September 2015 - 11:21 AM.