Want to stop laser vomit?
Want to encourage mixed load outs?
Solution: Firing ~20 or more points of damage withing ~.5 seconds causes temporary reticule bloom and loss of pinpoint convergence. The more you fire over the limit, the worse the spread becomes.
Want to fire all your weapons at once? Sure! Just don't expect to everything to hit the same location.
Want all your shots to hit where you aim? Great, just exercise fire control and either chain fire or group weapons into smaller Alphas.
Now the more complex part is decoupling the spread from damage, and replacing it with another limit which can be called CPU.
- Each mech will have a CPU limit.
- The limit can universal or be changed per mech to allow for higher / lower alphas before loss of accuracy.
- Equipment such as the Command Console and Targeting computer could increase the CPU limit
- The limit can universal or be changed per mech to allow for higher / lower alphas before loss of accuracy.
- Each mech with dissipate (process) X CPU/Second.
- The limit can universal or be changed per mech to allow for longer / shorter periods of sustained fire.
- Each weapon will use X CPU each time it fires.
- Initially weapons will balance around 1 DMG = 1 CPU requirement, but weapons like MGs, SRMs and LB10X will use much less because they already spread damage.
Given that reticule bloom is readily understandable and that CPU is "processed" quickly, it wouldn't require a an in game UI element outside of the reticule size increasing. If a system like this was put in place, ghost heat could be removed completely. Unlike Ghost Heat, this system can't be circumvented by mixing and matching weapon groups.
I know ideas like this have been suggested before in various forms, as my suggestion is nearly a complete knock off of Homeless Bill's comprehensive balance post from 2013 (before Ghost Heat was a thing). However I think now it's more relevant now than ever before, and really needs to be considered again. With the test server actually being used, it's now possible to test such a drastic idea before it ever goes live.
This system will promote skill in consistent aiming and weapons discipline. A duel between two players will no longer be decided by who has the highest alpha, but by the player who can exercise the most fire control and accuracy. I know people are bound to jump up and down about RNG and dice rolls or something, but I honestly believe a system like this is something that MWO desperately needs.
So what do you guys think?
Edited by Troutmonkey, 05 October 2015 - 09:55 PM.