The concept overall is simple - remove 100% accuracy across the range, add additional mechanics to make 'mechs more complex machines and reduce the amount of arcade we have now.
I start with aiming mechanics as those are important. All the different weapons placed in different parts of the 'mech are ideally balanced to a dot from 1 meter to 1km, even though Torso weapons are stationary. There is no logic behind it at all. For this, 'mech parts should have a little offside aiming from the center to prevent those too accurate to be true shots to be available during alpha strike.
There are 2 possible concepts, for deeper customization and for ease of implementation. We can either allow centering each of the weapons on the 'mech, or centering each part of the mech (except for CT,Head and arms with actuators).
1. The main crosshair is the one for CT/Head weapon (whether or not it present on current mech is not important). It shouldn't be huge of course, but depend on the type of weapon and the range, the further the larger, closer - smaller.
CT or Head weapon is the only one ideally centered and thus hitting the center at point blank..
2. Side torsos' weapons must be centered with your aiming sights like any real weapon and optics. There must be an optimal range you choose where each ST is centered with your Head/CT. Anything closer or further must affect the crosshair, showing where the TS weaponry might hit at this distance. Separated setup is important to have more control with different weapon combinations. There might be even deeper setup for each weapon installed, but that might be difficult to implement in UI.
![Posted Image](http://i.imgur.com/Vzq1p09.jpg?2)
On example. ST centered at 150m mark.
On 75m mark they're further from center.
On 300m mark ST are inverted.
This means, that separated fire with each torso is predictable, you only need to compensate the crosshair, left or right, while alpha strikes have a spread.
3. Arms are dependent on arm actuators and such. If those arms are the same the EBJ has, they must be centered like the ST with the same logic behind it.
If arms have actuators, that means weapons are aimed towards center with the help of 'mech targeting system. Since we already have those in the game. Let's use them. No TC might add a penalty of 10% from a predetermined range (I took 300m just as example) and the further you wish to aim with these arms will make them further from center accordingly. It would yet again, reduce 100% aiming at long range without additional Targeting computer installed and make players to compensate the crosshair. It will make them important for snipers and will affect builds.
![Posted Image](http://i.imgur.com/TbOuKXj.jpg?2)
On example. 300m mark has a slight spread from the center.
150m is a point blank range where there is no spread at all and they are perfectly centered.
600m they're twice further from the center making it difficult to heat a single component with both arms simultaneously.
For this it either requires a Targeting Computer (the further the range the better one is required to compensate), or separated fire with each arm to keep high accuracy.
4. Weapon spread. That's an important one as well. Each weapon must have some sort of spread that is range dependent. Even if a laser has - 350m optimal range and 750m maximum range it mustn't hit in a dot at 750m, that's basically where this projectile vanishes completely. So the beam from a laser weapon won't travel straight, full distance, but rather in an unpredictable pattern inside a circle increasing the further it travels. There must be a fixed point blank range where it will fly straight, that is a matter of balancing and testing, but let's assume 80% of optimal range for example.
![Posted Image](http://i.imgur.com/6ab3li4.jpg?2)
We assume that Beam has 280m point blank range.
350m optimal range leads to a slight spread around the target, it might hit anywhere withing an area.
750m maximum range leads to a high spread around the target, and it still might hit in the center as well.
It will make energy weapon been used within proper distance, not casually sniping at maximum range in a dot with 100% chance. It also does two things for both sides:
IS with lower beam duration will be unable to change the trajectory once the weapon is shot.
Clans however will be able to adjust the trajectory for their longer duration.
With ballistics it will be a more regular FPS approach where a weapon has some spread and not 100% accurate. There must be point blank range for each ballistic weapon, but then there will be some spread however smaller then that of a laser weapon. An exception might be gauss which can have a far enough point blank range, but still some spread to prevent 100% accuracy at maximum range.
5. So far I don't believe SRM need any changes, it feels fine.
6. Since shooting on the move obviously involves some sort of stabilization system it might as well affect accuracy. The higher the speed the worse accuracy you have. As before, Targeting computer will help fix it as well as skills to a certain degree to prevent JJ, jumping and full run 100% accurate shots. This will also affect sniper builds making them more stationary while firing to prevent inaccurate shots.
No more 100% accurate ERLL 140kph shots.
7. Recoil. Firing a bunch of SRM, LRM, ballistics (or heavy ones) might make 'mech lose stability to prevent simultaneous accurate shots one after the other due to extensive recoil. You might fire 1 or 2 AC10 in quick succession but it should make your next shots less accurate until you allow your mech to stabilize itself. Same with firing AC20 after AC20 must result in a huge recoil kick reducing accuracy for the next AC20 shot. This will help balance continuous accurate ballistic shots.
On top of it, a mech getting hit by heavy ballistics should suffer some accuracy penalty as well, so if a KC shoots an enemy with 1 AC20 successfully, they both have reduced accuracy for some time, though KC will recover a little faster.
8. Of course, recoil penalty must be dependent on a weight of the 'mech and the projectiles it was hit with. I would love to have knockdowns for lights/mediums getting hit with something like AC20, but even without it the hit must affect their speed and controls for some time, like turning penalty.
This also helps making assaults more accurate due to low speed and heavy weight, gives heavies penalty for trying to shoot heavy weaponry in quick succession, or alpha strike and get away with it.
9. Heat penalty. It should mess up aim after about 65% increasing penalty till 90% heat reached. The penalty at 65% should be barely noticeable, but will affect aiming at range. Maybe add movement speed penalty and JJ efficiency reduction. Lights that enjoy running hot nowadays will penalize themselves by losing speed and JJ range. It will also make any hot laserboat more vulnerable after an alpha strike.
8. With all these changes it might be possible to make every successful shot more dangerous by adjusting damage, armor and so on.
I believe this will help make MWO more challenging, add more depth, make all weapons viable in different situation.
Thanks, if you took your time reading it.
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)