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How I Envision Power Draw


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#61 InspectorG

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Posted 10 June 2016 - 05:59 AM

View PostKarl Streiger, on 09 June 2016 - 10:14 PM, said:




Don't forget the main issue the "Death Star" remains no matter what you do. This is the issue you have to solve - not the question if it should be possible to go full Alpha with 12 ER-M-Laser

The only issue with S7 would still be the mini death star - so give us a dispersion when firing multiple weapons at get the thing on the road.




Thats why im thinking Weapons Group cappingis the key. Stymies Death Stars.

And maybe keep a full Alpha but Alpha = auto shutdown at 110% heat(or whatever amount gives extreme risk/reward).

#62 Johnny Z

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Posted 10 June 2016 - 09:11 AM

View PostLordKnightFandragon, on 09 June 2016 - 01:51 PM, said:



Yeah, its going to be based on some unrelated, arbitrary system that makes absolutely no sense. I mean, where do we all think that energy is being drawn from? The heat sinks in the feet? Im applying logic to the system, the bigger the engine, the power you would have to draw from. But, yeah, if all the systems in place to date are any indication, the system we get wont make any sense.

Isnt the idea of the power draw to limit or lower the sustained output each mech can manage? Using it in my system would do that in a way. We would have a 2 fold system, which honestly makes more sense then ghost heat. Set the bar for each weapon system to a point alongside the heat system where it is physically impossible to even alpha huge amounts. Engines in these mechs reminds me of nothing more then a gigantic house breaker, where you load to much into it all at once and it blows. Where instead if you fire 1 PPC, wait, fire another, then another, it will manage just fine. Fire all 4 at once, you not only will incur a huge heat spike, but you will over load the engine and it might just either break and fail or just explode.

We could also go the Ghost damage route, where firing to much at once draws to much power and weapons fired over the max allotment of energy starts to decrease in damage....but do we need more ghost stuff in this game?


Ok what do you suggest that wouldn't make stuffing the biggest engine possible or make the mechs with high engine caps completely over powered. That's the problem with energy pool being based on engine.

To be clear I really don't have the answer or even an idea how to do it properly. Only that high alphas created ghost heat and other problems and that an energy pool sounds like a great idea. For realism to, as well as game play depth even.

Someone else mentioned weapons groups caps but I don't know how that would work out either.







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