The main idea is to make balanced and mixed builds effective compared on boating on just one weapon type.
In this suggestion, the mech is considered to have an ammo loading system that can reload different ammo based weapons, depending on their round type and size.
Example:
- Example: Reloading a large AC round takes up a lot more reloading capacity than 2 or 3 smaller ACs (just rough numbers)
- Putting pressure on the loading mechanism (going over the reload capacity can slow down the reload process of all your ammo based weapons or make them reload in sequence (by putting them in a reload queue)
How does it work?
Lets say that each mech have 25 reload capacity and 25 energy pool as base values
Now, for each mech you offset the pools based the percentage of E and B/M hardpoints out of the whole number of hardpoints with CT and head mounted hardpoints counted as 0.5.
Each pool will have a minimum of 0 and a max capped at 40.
Some examples:
Atlas-S (3* E - 1B - 4M):
37.5% energy = 18.8 energy pool
62.5 Ammo based = 31.2 reload capacity
KDK-3 (4B - 4E):
50% energy = 25 energy pool
50% ammo based = 25 reload capacity
KGC-000 (2E - 2M - 6B)
20% energy = 10 energy pool
80% ammo based = 40 reload capacity
BNC-3M (All E)
100% energy = 40 energy pool
0% ammo based = 0 reload capacity
MAL-2P (6E - 2B - 2M)
60% energy = 30 energy pool
40% ammo based = 20 reload cap.
Now we get to the weapons:
Here is what I'm thinking:
Lasers should require an energy requirement equal to = damage + (1 - duration) x 2
Which leads to:
ER LL = 8.5 ---- LL = 9 ---- ML = 5.2 ---- SL = 3.5
LPL = 11.6 ---- MPL = 6.8 ---- SPL = 5
C-ERLL = 10 ---- C-ERML = 6.7 ---- C-ERSL = 5
C-LPL = 12.8 ---- C-MPL = 8.3 ---- C-SPL = 6.5
(remember, these are energy values... not heat)
PPCs energy (based on damage):
PPC = 10, ERPPC = 10
C-ERPPC= 13.5
ACs reload cap requirement (damage, offset approximated by number of shells and spread):
AC20 = 20 ---- AC10 = 10 ---- AC5 = 5 ---- AC2 = 2 ---- UAC5 = 7 ---- LBX10 = 8
C-UAC = 18 ---- C-UAC10 = 9 ---- C-UAC5 = 6 ---- C-UAC2 = 2
C-LBX20 = 17 ---- C-LBX10 = 8 ---- C-LBX5 = 5 ---- C-LBX2 = 2
(C-AC same as LBX)
Gauss:
IS gauss = 10 energy and 15 reload
C-Gauss = 12 energy and 15 reload
Missiles reload cap required:
IS-SSRM2 = 2
LRM20 = 10 ---- LRM15 = 7 ---- LRM10 = 5 ---- LRM5 = 3
(Clan versions are the same)
SRM6 = 6 ---- SRM4 = 4 ---- SRM2 = 2
C-SRM6 = 7 ---- C-SRM4 = 5 ---- C-SRM2 = 2
C-SSRM6 = 8 ---- C-SSRM4 = 6 ---- C-SSRM2 = 3
High alphas? NOPE!
Because of the total cap of 40 to overall energy and reloa cap... and the penalties involved:
Penalties:
Going over the energy cap with result in heat for every energy unit over 100%
Example1: Firing 2 PPCs with a 10 mech energy pool will result in 29 heat. 19 from both PPCs and 10 from the penalty of going over the heat cap.
Going over double the heat cap results in double penalty.
Example2: Firing 3 PPCs with a 10 mech energy pool results in 58.5 heat. 28.5 from the weapon heat and 30 from overall penalties.
Going over the reload capacity slows down the reload speed of all your ammo based weapons according to how much you exceeded the reload capacity
Example1: Firing 2 AC20s in a mech with 30 ammo reload cap results in 50% more cooldown for all ammo based weapons on your mech.
Example2: Firing 1 AC20 with 4 SRM6s on an Atlas-S will result in 40% more cooldown for all ammo based weapons.
Gauss example:
KDK-3 with 2 gauss and 2 PPCs:
Alpha strike means that you get 20% more cooldown on both of your gauss rifles and you'll get 50 heat (28 from ERPPCs and 22 penalty for going over energy cap of 25)
MAL-2P example:
Firing 2 AC20s and 6MLs will result in 100% more cooldown on both AC20s and very small heat penalty of 1.2.
This is something that I think will improve upon the current system.
I may have overlooked something and would welcome any discussion.
These numbers are just from on top of my head... there may be some serious loop holes
so, What do you think?
will it work?
Edited by Navid A1, 24 August 2016 - 11:36 PM.