This would also come with heat penalties, such as slower movement, increased cooldown times, chance of ammo jam or explosion, heatsink overload, damage to engine, damage to weapon being fired, slower target acquisition, lowered radar range, increased cone of fire spread, gaussian blur/increased bloom, and pilot damage. Penalty perhaps depending on mech chassis/variant
Another important factor is active/passive radar. This is a very important concept for information warfare and role warfare, a concept that has worked very well in previous mechwarrior games and especially important for ECM and BAP. There's a lot of functionality these systems could have that would be balanced, but without active/passive radar, that's very limited. Also indirect LRM fire should not be a thing without TAG or NARC.
BAP functionality: 360 radar, detects mech class in radar range, enable IR/UV vision, gives last known enemy mech location, displays armor amount, location of weapons/ammo, and engine type of targeted mech
ECM functionality: Allies within 360m cannot be detected by radar without direct LOS, Missile locks take longer, cancels bonuses of NARC, Artemis, Targeting Computer and detailed mech info from BAP. Creates fake "ghost targets" to enemies within 180m making the ECM mech more difficult to target.
As for Clans vs. IS, a couple of things. Mercs should NEVER be able to fight for clans. That's kind of against everything that both the clans AND that mercs stand for. I would suggest rearm and repair being reintroduced to the game, with certain factions getting discounts for certain mechs depending on the faction. Mercenaries can use clan mechs but can only fit IS tech on them, furthermore clan mechs can now be fully customized (endo-steel, ferro-fibrous, etc.)
In addition, the game should be balanced 10vs12 Clan vs. IS, but the drawback for clans is a zellbriggen scoring system to determine a players match score and rewards. The first time a clan player encounters and fires on an enemy mech, the enemy mech is selected (and displayed to allies) as someone who that player is engaged in zellbrigen with, and firing on other mechs or running away (unless you're a much lower weight class) will result in fewer rewards.
I would also suggest limiting how many mercenary or large unit contracts a faction can have, in the interest of game balance with player populations, or changing the amount of drops it takes to capture based on player population. When a game is unbalanced with players PSR, I could suggest more rewards for the lower PSR, lower artillery/air strike cooldowns, stronger turrets/dropships, increased mech mastery/module benefits (or reduced for enemy team), double armor (or half armor for enemy team), reduced cooldown times (or increased cooldown times for enemy team) since in CW the matchmaker is non-existent, and there has to be something to keep high end, competitive teams interested in continuing to play, and something to give the weaker players a hand.
Another problem that has plagued the game is pinpoint firing of Gauss and ERPPCs. The obvious solution is add cone of fire spread to the game, and include eliminating the spread with targeting computer, and making targeting computer weigh 1 ton for every 5 tons of equipment it's linked to, as well as halving laser durations for lasers it's linked to. Make targeting computers available to the IS for the sake of balance. This allows the annoying charge mechanic for the gauss rifle to be removed.
For laser balancing, aside from heat changes, make laser duration increase by 25% for every laser fired together.
For mech quirks, make those dealt with through mech mastery, rather than having the same unlocked content for every single mech. I might suggest adding a pilot leveling system that's tied to this, and for dealing with modules. A gunnery pilot skill could reduce cone of fire spread as well.
Sorry for going all over the place, I have a lot of stuff I've been sitting on for awhile and this is me restraining myself. There's a lot of potential for improvement with this game.
Edited by Loganauer, 22 October 2015 - 12:44 PM.