

How To Define Max Energy Capacity?
Started by Doctor Dinosaur, Aug 18 2016 10:22 PM
9 replies to this topic
#1
Posted 18 August 2016 - 10:22 PM
How would you suggest the max energy capacity should be defined?
Max engine rating / X?
Actual engine rating / X?
Mech weight / X?
Battle value~ish dependant (opening a whole new world here, I know).
Using the actual engine rating (which would make kind of a sence, engine-> energy wise), would make it an even more important point which engine to use. The bigger, the less space/weight you have for weapons, but the more weapons you are able to fire at once. This could end in some exponential effects, making it hard to balance right.
Please discuss.
Max engine rating / X?
Actual engine rating / X?
Mech weight / X?
Battle value~ish dependant (opening a whole new world here, I know).
Using the actual engine rating (which would make kind of a sence, engine-> energy wise), would make it an even more important point which engine to use. The bigger, the less space/weight you have for weapons, but the more weapons you are able to fire at once. This could end in some exponential effects, making it hard to balance right.
Please discuss.
#2
Posted 18 August 2016 - 10:25 PM
I think it makes sense to link the energy available to the engine rating you are using - the XL 190 in my Pirates' Bane has the same energy as the cXL400 in my Spirit Bear.
Considering engines are already getting worse weight-wise beyond the 300 rating there should at least be some increase in the max energy you can get from those.
Maybe +1 energy for each full 25 points of rating beyond a 250 to reflect the increased capacity of those engines? This would mean mechs with a 400 engine could work with an energy cap of 36, while mechs with a lower engine (engine cap) than 250 would be capped at the current 30.
Considering engines are already getting worse weight-wise beyond the 300 rating there should at least be some increase in the max energy you can get from those.
Maybe +1 energy for each full 25 points of rating beyond a 250 to reflect the increased capacity of those engines? This would mean mechs with a 400 engine could work with an energy cap of 36, while mechs with a lower engine (engine cap) than 250 would be capped at the current 30.
#3
Posted 18 August 2016 - 10:37 PM
nope it should definitely not be based on engine rating. theres already enough of a reason to use bigger engines.
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
Edited by Khobai, 18 August 2016 - 10:38 PM.
#4
Posted 18 August 2016 - 10:43 PM
Khobai, on 18 August 2016 - 10:37 PM, said:
nope it should definitely not be based on engine rating. theres already enough of a reason to use bigger engines.
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
This may go down in history as the only time I like Khobai's post, but I have to agree here.
#5
Posted 18 August 2016 - 11:35 PM
I think actual engine rating/10 would make more sense than a flat value. After all the engine is the producer of the power being drawn by the mech.... That said, I would expand the power draw even further:
Throttle up to 25/50/75/100%: 0/1/2/3 point reduction of the energy pool (not tied to duration)
Jumping: 1 or 2 point reduction of the energy pool (not tied to duration) per installed jump jet
Throttle up to 25/50/75/100%: 0/1/2/3 point reduction of the energy pool (not tied to duration)
Jumping: 1 or 2 point reduction of the energy pool (not tied to duration) per installed jump jet
#6
Posted 18 August 2016 - 11:57 PM
Andi Nagasia already said in another post:
"linking it to engine will shaft mechs like the KFX and ADR wail helping mechs like the ACH,
mechs will lower Max Engines would then take the hit, so i think its better to leave Engines out of it, "
I fully aggree, did not even think in that direction.
"linking it to engine will shaft mechs like the KFX and ADR wail helping mechs like the ACH,
mechs will lower Max Engines would then take the hit, so i think its better to leave Engines out of it, "
I fully aggree, did not even think in that direction.
#7
Posted 19 August 2016 - 12:14 AM
I almost exclusively pilot a mastered kitfox and I can say that an 18 energy limit would just mean that I'd just have to stagger my shots by 0.5 seconds to not overdraw the fusion engine and cause extra heat. Not really a problem unless I'm facerolling the number keys at a locust, I guess?
#8
Posted 19 August 2016 - 12:33 AM
Giving bigger engines additional value without balancing them in the opposite direction, doesn't work ofc.
The question is: Could we balance them somehow to make it still work?
A slightly different idea would be to allow them to use their power for additional energy (dmg) capacity when they are not using it for movement. I.e. when not moving at or accelerating to max speed.
But it still would be an upgrade for bigger engines (and would need to be balanced) and in addition it would make the game even more complex and skill-dependant. You would have to use the set gears instead of the max forward and max backwards buttons, and have different energy cap depending on how fast you go.
The question is: Could we balance them somehow to make it still work?
A slightly different idea would be to allow them to use their power for additional energy (dmg) capacity when they are not using it for movement. I.e. when not moving at or accelerating to max speed.
But it still would be an upgrade for bigger engines (and would need to be balanced) and in addition it would make the game even more complex and skill-dependant. You would have to use the set gears instead of the max forward and max backwards buttons, and have different energy cap depending on how fast you go.
#9
Posted 19 August 2016 - 12:38 AM
Khobai, on 18 August 2016 - 10:37 PM, said:
nope it should definitely not be based on engine rating. theres already enough of a reason to use bigger engines.
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
it should be based on weight class, for example:
light = 30
medium = 35
heavy = 40
assault = 45
an assault should do more damage than lighter mechs regardless of whether they both have 300 engines or not
Like this, but those caps are way to high. Way.
The main reason this way is best is because it actually rewards mechs on the low end of weight for their class. Where as everything else rewards mechs on the high weight for their class.
Yet another improvement offered by this energy draw/pool/well.
I guess individual energy pool numbers are even better?
Edited by Johnny Z, 19 August 2016 - 12:53 AM.
#10
Posted 19 August 2016 - 05:54 AM
Poorly considered. Remember a smaller engine is either to let a LIGHTER 'mech move therefore using less energy to mobilise or a small engine to allow a heavy 'mech move slowly but power up the weapons. Weight to available energy power output will simply cripple 'mechs where customisation should be making the m flourish. Head down this way and may as well just remove the 'meh bay and make all 'mechs stock variants. This suggestion takes the game even further away from BattleTech than ever which is what it is supposed to be reflecting.
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