- Move the energy draw bar somewhere the pilot can see it without having to move their eyes from the reticle.
- Change the energy bar to show both the current capacity and the amount of over-draw. Something like this: |------|--------------------------------------|. The first smaller segment shows current capacity, the large segment shows overdraw.
- Show the total energy draw of a weapon group in the Mechlab. When customizing weapon groupings a display or warning should show if the group's draw would exceed capacity.
- Take range into consideration when determining a weapon's energy draw. There could be a simple multiplier used when a weapon's optimum range exceeds a certain amount, say 400 meters
- Increase the heat penalty for over-drawing. Make it an even 1 point of heat per point of energy overdraw. Easy-peasy.
But that's just it, it only has penalties so far. I've noticed that this system really only applies to 'mechs with enough hard points or with the tonnage to mount large weapons. What I'm afraid of is that an "Energy Cap Quirk" will be used to increase the capacity for certain 'mechs that would never be able to use it.
Take the Vindicator for example. There is almost no way any variant of the Vindicator will ever be able to exceed a 30-point alpha. It just doesn't have the hardpoints.
So instead of increasing the energy cap for certain 'mechs that will never be able to use it, let me suggest this:
- Add positive effects for staying within energy capacity
- Add more negative effects for over drawing
The negative effects of consistently overdrawing could stack up over time. For example:
- First overdraw: no effect
- 2nd overdraw within X seconds: Speed reduced by 10 percent
- 3rd overdraw within X seconds: Speed reduced by 25 percent, cooldown increased by 10 percent
- 4th overdraw within X seconds: Speed reduced by 50 percent, cooldown increased by 20 percent
Edited by Sharg, 20 August 2016 - 06:00 AM.