How long should restart from overheat shutdown be?
#1
Posted 15 November 2011 - 09:50 PM
#2
Posted 15 November 2011 - 09:57 PM
The more you have the faster restart should be.
Edited by Yeach, 15 November 2011 - 10:11 PM.
#3
Posted 15 November 2011 - 09:57 PM
Visual details make these games way more fun!
#4
Posted 15 November 2011 - 10:05 PM
#5
Posted 15 November 2011 - 10:11 PM
Forsakened, on 15 November 2011 - 10:05 PM, said:
I was actually referring to a visible startup sequence from the inside of the overheated mech, but hey, whatever does it for you. I just thought it'd add a nice element of genuine panic to an emergency shutdown: "Start, damn you!"
#6
Posted 15 November 2011 - 10:13 PM
#8
Posted 16 November 2011 - 12:08 AM
Anyway, that’s just an opinion, not an argument
#9
Posted 16 November 2011 - 03:17 AM
hypothetically sensible answer:- longer shutdowns for bigger heat-spikes?
probable outcome:- old vets getting easy kills on noobs who haven't learnt fire control and heat management
#10
Posted 16 November 2011 - 03:30 AM
Piranha needs to make a game that pleases us, battletech junkies, and new players that might not appreciate, or at least understand some points such as Heat management.
So make a selection option on heat managemnt:
- Simple: Heat shutdown time is minimum, weapons stop randomly firing if heat builds up,then you shut down - but you pay this by having a sort of heat penalty (you heat faster). This is simple enough for newbies to get the concept, without them becoming ridiculous targets
- Advanced: Big shutdown time. However, because you should manage your heat (paying attention, proper weapon cycling, etc.), you get no penalties.
Just a thought
#11
Posted 16 November 2011 - 04:16 AM
Leonardo Monteiro, on 16 November 2011 - 03:30 AM, said:
Piranha needs to make a game that pleases us, battletech junkies, and new players that might not appreciate, or at least understand some points such as Heat management.
So make a selection option on heat managemnt:
- Simple: Heat shutdown time is minimum, weapons stop randomly firing if heat builds up,then you shut down - but you pay this by having a sort of heat penalty (you heat faster). This is simple enough for newbies to get the concept, without them becoming ridiculous targets
- Advanced: Big shutdown time. However, because you should manage your heat (paying attention, proper weapon cycling, etc.), you get no penalties.
Just a thought
Possibly implement this by allowing the rookies only the standard heat setting (safe firing mode) ... and as you level up more experienced pilots can alter the settings (safety off if you want to risk it) ?
i'll see your thought, and raise you an idea
#12
Posted 16 November 2011 - 04:19 AM
Also damage should be related to how much you overheat, if your already near the redline and you alpha strike with 4 ppcs and 4 med lasers , there should be a higher chance of damaging reactor as well as a meltdown.
But then again, we have no idea if this is just going to be a simple arcade shooter.
#13
Posted 16 November 2011 - 04:25 AM
#14
Posted 16 November 2011 - 05:13 AM
I'd like to see shutdown times that are dependent on heat sinks, how far into the red you've gone, and if you go too far into the red (or too close to the red for too long) your Mechwarrior starts to get dizzy, black spots and eventually passes out.
This should definitely take much longer to happen than overheating, but when/if it does you're pretty much screwed. Mechwarrior is passed out for 30s to maybe a full minute. Could also help to cut down on energy heavy designs and place a heavy emphasis on heat management.
#15
Posted 16 November 2011 - 05:39 AM
Edit: This should be in addition to the penalties associated with heat management. Decreased mech/pilot performance, possibility of reactor/heat sink damage, etc.
Edited by Dihm, 16 November 2011 - 05:42 AM.
#17
Posted 16 November 2011 - 08:04 AM
EDIT: No reason why "fast restart" can't be a skill to be improved for your mechwarrior either.
Edited by Jack Deth, 16 November 2011 - 08:04 AM.
#18
Posted 16 November 2011 - 08:11 AM
Ammo cook-offs for one.
#19
Posted 16 November 2011 - 08:32 AM
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Also damage should be related to how much you overheat, if your already near the redline and you alpha strike with 4 ppcs and 4 med lasers , there should be a higher chance of damaging reactor as well as a meltdown.
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All this. In short, I think it should be dependent on how far over the threshold you end up.
Having "permanent" damage for overheating multiple times sounds reasonable as well
That way, if worst comes to worst, my sandwich will be nice and toasty
#20
Posted 16 November 2011 - 08:38 AM
Remember, they are going with the carrot not the stick.
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