1: Reticle sway when moving. (Faster you move, higher the throttle, the more and faster your reticle sways. Also affected by JJs and MASC.)
2: Heat penalties. (Overheated computers and machines start encountering inefficiencies and slowdowns long before they just shut down or fry.) It's not a binary issue. (And it wasn't in Battletech either.)
3: Relate 1 & 2.
4: Un-**** LRMs.
5: Un-**** the electionic warfare. Battletech had a brilliant electronic warfare setup. Lots of extra sexy information warfare tools (BAP, Artemis, TAG, NARC, etc..) and their soft/hard counter. (ECM) Not the other way around, and certainly not shutting down weapon systems.
6: Rebalance lasers.
7: Give us JUMP jets. (not anti gravity drives of various strengths.)
I gave you the TL;DR first... aren't I so kind?
Now for the people who actually read OPs, who I won't dismiss out of hand for being disengaged and why the world is doomed:
1: Reticle sway. It's a bit silly that these two players are exactly as accurate as each other.
a: Sitting perfectly still and taking aim.
b: Jumpjetting in the air and turning around mid flight at 140kph.
That's HALO garbage. (And they only had one speed.)
Add some risk reward for the individual player's behavior on his/her own performance.. not just a positioning mistake or a binary overheat..
The faster a mech is going, and the harder they are pushing their engine, the less accurate their shots should be. (For the same reason that you or I cannot pick off a barn 300 meters to our right while we're sprinting full tilt and jumping through the air.)
Sway the reticle for movement (including run, jump, MASC) slowdown/stop sway as movement factors decrease/stop. (I'd suggest a curved/progressive growth instead of linear.)
2: Heat Penalties. Also silly is the notion that your machine operated perfectly optimally as you cook it. When your graphics card is starting to overheat, is it news to you when it just shuts down out of the blue, or do you notice drops in FPS first? (If you try to say the first, I know you are lying or oblivious, because I encountered this in my laptop before I got a rig.)
The same goes for most machines. Increasing heat causes problems long before it's critical. (Battletech also accounted for that.)
Here's a simple few things to throw in.
At x threshold: screen has increasing haze (from the heat in your cockpit)
At x threshold: reticle starts to flicker.
At x threshold: accelleration/decelleration/top speed decrease.
At x threshold: weapon recycle slowdown. Missile lockon slowdown
Etc... etc... etc..
3: Relate 1 and 2.
This is pretty straight forward. As you decrease speed/let off JJs and MASC, your reticle shifts back toward that stable thing we have now. Simple add a heat modifier to how long it takes to normalize.
(The higher your heat after a certain threshold, the longer it takes to stabilize the reticle.)
Bingo.
4: Un-**** LRMs. Also pretty straight forward.
A: Speed up the missiles.
B: Reduce their agility. (Should not be guaranteed hits unless the target is an Atlas in a field.
C: Indirect Fire, only with TAG/Narc.
D: Line of Sight = Flat trajectory.
E: Non Line of Sight = High Arc.
F: Remove or reduce warning.
FIXED.
5: Un-**** electronic warfare. RIght now, Electronic warfare is a series of on/off switches that's so binary between useless and powerful that ECM has had to be pared down to a personal anti-missile cloak.
A: ECM does not provide cloak.
B: ECM turns off Artemis, TAG, Narc.
C: ECM is not detected by BAP's extended range.
D: ECM slows down missile lock, but not by much.
E: ECM is not detected without Line of Sight. (Including by UAV)
6: Rebalance Lasers. With increased Heat now providing an actual disadvantage before shut down, lasers mechanics can be improved. Shorten the beam durations across the board, but give them back their proper heat. The trade off of lasers vs. ballistics vs. missiles would be the heat generation, now that heat means something. so shorten the beam duration to give them a real advantage over ballistics in exchange for the increased heat.
7: Give us JUMP jets. Currently, we have hoverjets/anti gravity drives of various strengths, which leads to them being used more as an attacking tool (due to the slow motion stability) rather than a mobility tool. The solution is simple:
1: Give them a very fast acceleration upward, with a suitable reticle jolt and spike in heat, and burn the jumpjet fuel faster.
2: Make them a toggle like Endo, Ferro,, and Artemis. Either all of your jumpjets are there, or none of them are there. (Disable Jumpjets on omnipods if not all Jumpjet omnipods are present.)
That is about as concise as it gets for a major overhaul to make the gameplay much more interesting. If we could get past that, then we could get into cool gadgets like radar ghosts/decoys, magscan, earned respawns, intra-weapon diversification, etc..
Bingo: Thinking Man's Shooter. Compromises and fixes that can satisfy lots of crowds.
[Edited for grammar/clarity]
Edited by Livewyr, 12 April 2016 - 03:48 AM.