wanderer, on 26 January 2016 - 06:05 PM, said:
.....................
Make convergence-to-range-of-target require sensor lock + paperdoll. No paperdoll lock? Default convergence to a long-distance point of fire. Got the lock? Convergence to range of target.
I think this almost exactly ( or something very similar ) was tried recently on the test server, and OMFG the crymoar shitstorm it created even made Russ sit up and pay attention, and so it was canned....
wanderer, on 26 January 2016 - 06:05 PM, said:
Mech has lots of weaponry? Make it slower to get it's own paperdoll to represent that it's tougher getting it on-target. Heck, lore has plenty of examples of good and bad targeting systems in that regard. Gunboats have more firepower, but it's tougher getting it all lined up. You've actually got another way to vary chassis that way- sensor strength and agility - that'll matter to the meta.
But ammo for lasers? As noted, we got those kinda lasers coming and nopenopenope to doing it to the current ones.
a lot of things needed to change to adapt what was a turn based table top game to a FPS, but lasers seem to have been left to the side as too hard to convert ( show me where in T-T you could regularly get 100% of your lasers hit the target ).
When the IP went from table top to FPS twitch shooter, at least ballistics ended up with projectile drop and delayed impact, missiles got air travel time to target and a lock requirement, what did lasers get to differentiate them when changing from a turn based to a FPS styled game ???.
Its very apparent that heat sinks and the closed mindset of Russ / Paul with ghost heat, have done little to balance what was traded for the table top game to become a FPS.
Heat sinks are not ammo either for those that want to think it is, no "ammo" would ever be self replenishing. Just think, if AC's got "ammo" that never ran out, you'd get more people wasting shots from excessively long ranges because a limiting factor has been removed.
What if a limiting factor was placed on ERLL that made you think twice about pulling the trigger in vain and how it would alter peoples bad habits ?? ammo for lasers was just a passing thought more centered around " how can bad player behaviors be altered to improve game-play ?? " and that may mean, put another nail in the coffin for lore. How different would game play be if laser users had to make every shot count not just play snipe / poke games ??
We cling to lore centered around a turn based table top game in a FPS that seems to drift more away from the lore its based on every day.