Dale Grible, on 09 August 2016 - 09:04 AM, said:
Ok, we get it. Alpha alpha blah blah cant alpha blah blah.
There are good points in the other power draw thread. However, engines do not just power your weapons.
How do those chicken legs move, the torso twist, jump jet thrust comes from somewhere. How does it recharge?
As my boy, Sgt Unther in MW2 MERCS says "good morning, how does it feel to be strapped into a walking NUKE REACTOR at 6am?
What are your thoights on movement being affected and not just weapons. Only so much power to go around?
Edit: half my idea was cut out. Oh well. Prob gonna get yelled at anyway
I like your attempt to flesh out new an interesting game mechanics, but in this instance, I don't personally agree it needs to adhere to so much realism. While I admit that I don't personally like fast-paced games that penalize movement except via
some implementations of terrain features, traps (and in MWO's case, the existing limb-destruction and 'mech shut down mechanic), in my experience, I've also found that imposing stronger and intermittent movement penalties in multiplayer games does more harm to the overall player experience than it does to implement a fair restriction on certain behaviors.
(Also, I'd argue that non-weapon system... systems... (awkward, I know) draw trivial electrical loads compared to megawatt-class particle accelerators, and vis a vis heat, aren't Jump Jets just vented fusion exhaust anyway?)
Still, if a test server implemented that as a trial thing, I'd give it a fair try to see how it plays out.