Today I will be touching on the topic of PGI's upcoming power draw system. Upon first hearing about it, I thought it might have been a dream come true. But after reading around, I've come to the conclusion everyone else has: That it's Ghost Heat 2.0. Admittedly, I've had a vaguely similar thought to power draw before I read about what PGI had planned. However, my idea started with a not-so-similar game; Elite: Dangerous.
I will be breaking down my idea into two sections so it's easier to digest.
A. How I think the Power Draw update should work. Not necessarily how it's going to be implemented as PGI envisions it.
B. What it can do to balance the game while remaining razors-edge close to Lore.
On the topic of subject A, Power Draw should be implemented as a separate system to Heat. Ghost heat should be eliminated in it's entirety. Instead of referring to the heat scale of weapons, there should be a separate stat dictated by reactors. Reactors, in lore, were separate entities from the engine as a whole. There were mechs that struggled with their power outputs and weapons that put a strain on their reactors. By implementing one singular part, you could limit high alpha builds in their entirety and make Alpha Strike a thing to be used in desperation or strategy. Reactors would be based around an arbitrary number that would be the max power load they can sustain from firing weapons and furthermore, they would have weight to accompany them. By doing such, you could effectively make a pilot think about what they have installed. For instance, a bigger reactor means more capacity for weapons at the cost of greater weight, forcing them into a smaller engine. Alternatively, you could neglect reactor size for speed. As for the power draw, you'd have a set number that your weapons should not exceed. This would make smart grouping and weapon diversity vital for succeeding in combat, just as it does in Lore. For example, having a large laser with an arbitrary example limit of 10 on a medium mech who's reactor has a 15 limit means you cannot pair that large laser with another large laser or a weapon of similar number limit. Now, some will say "But you could just chain fire and get around that." No, the power draw of that weapon would be for the duration of that weapon and it's cooldown, meaning you would not be able to fire it again until that cooldown is reset. You, however, would be able to fire those two small lasers each with a power draw of arbitrary 2 as many times as you want during it's cooldown, as it would not exceed power capacity. In the event of exceed capacity, all weapons would shut down for a penalty period.The penalty period would likely be the respective cooldowns of each weapon equipped, so it would be as if you fired blanks. Not too restrictive. Some issues will arise with this method of balance on it's own due to AC's barely using any power. I've thought of that also. The method to continue balancing this mechanic would be to limit where ammo can be placed on a mech to the CT, RT, LT, RA, and LA. However, this isn't all that we'd have to do. A feed system would have to be implemented, forcing considerate placing of ammunition within those restrictions. For example, ammo that's placed in the left torso has a feed to the left arm, so it's ammo cannot be used by weapons on the right arm. The CT would provide feeds to both left and right, but the tradeoff is not being able to hold a lot of ammunition. This would limit AC's while retaining their usefulness and encourage smart building on the pilots part and give a reason to use C.A.S.E. I haven't decided how long range missiles would work, but it would affect their usefulness on an unimaginable scale, whether good or bad. Now I will point out how this might balance the game and make it the lore-friendly Battletech everyone loves.
It would, as I said, encourage build diversity.
Weapons of different ranges, types and deciding on how to group them would be key.
It would increase time to kill and thusly increase the need for a team to be more coordinated.
Most, if not all mechs would become viable in some format or another.
Quirks would not be needed after a rebalance such as this, I believe.
I would leave the arbitrary numbering up to either the community or PGI, as I'm not good with those, but I hope they at least CONSIDER this option. I am open to any feedback as long as it's constructive.
Edited by Ruuki, 10 August 2016 - 02:45 AM.


























