Alek Ituin, on 28 October 2015 - 02:13 AM, said:
It's not a bandaid. it's an expansion of resource management. It's a logical design element that takes some of the load and dependencies off heat scale, and catagorizes weapons in a more sensible way. It can affect cooldowns, it can affect burn durations, it can affect how many energy weapons you're able to fire all at once or over time. It promotes the full use and range of all, or more than one weapon type.
It also means that there’s better reason for weapon manufactures. Some use less energy, but burn longer, or shorter, or have less range, or more range and deal less damage. And these weapons can be combined to overcome some of the restrictions that all energy builds will face. They're not going to pack 6 larger lasers, but they'll be able to take lots of various ranged weapons (small, medium, large energy weapons), or very few large weapons.
Bigger engines can support a larger energy pool. Which means that you'll be weighing the pro's and cons of a small engine, and one or two large weapons, or a big engine, but weighing the pros and cons of less tonnage to work with, and thus less weapons. Much like how larger engines have more heat sinks, except surplus energy is weightless, and produced by the strength of the engine.
We can have that now with heat, but you’re balancing AC’s to Lasers in the same resource, and the only difference is one is PP, and the other is over time. It's a very fine line. When you separate them into their own resource pools you put them in different balance pools, and they're easier to balance as a whole as there becomes a greater encouragement to take an assortment of weapon types.
Ghost heat is a bandaid. A single purpose feature to fix only one thing, a quick fix.
This isn't a quick fix. It requires actual planning and design to implement. It also makes sense.
And so the lack of more sensible ways to manage your weapons, in my eyes, is a flaw, and things like ghost heat is a bandage to cover up the obviousness of these issues.
Edited by MoonUnitBeta, 28 October 2015 - 06:51 AM.