1453 R, on 25 August 2016 - 10:59 AM, said:
The problem with this is that now we have heat sinks that can Predict The Future and absorb heat before it's generated. In a turn-based game that makes perfect fine-and dandy sense because the TT ruleset is a loose abstraction of what is, theoretically, real-time actions. Also because it's a few guys sitting around a table who can punch each other over rules disputes until somebody wins.
MWO? Your heat would essentially be invisible to you until such time as you're rolling for heat disasters. You could go from zero heat on the bar, cool as a cat and chill as a fridge, to "OH MY GOD MY AMMO'S EXPLODING MY HEAT SINKS ARE MELTING MY 'MECH CAN'T MOVE ANYMORE i THINK I'M HAVING A HEAT STROKE WAAAAAAH SAVE ME SANTA" with literally zero warning. Not to mention wildly different thresholds on a per-'Mech basis given Quantum Prediction Future-Nullifying heat sink allocation, and thus the highly variable threshold between invisible "you're fine, keep shooting" and the five-heat "EVERYTHING'S ON FIRE!!" mark.
It's, somehow, even more unintuitive and awkward than Ghost Heat, which I would've figured any game system would be really hard-pressed to do.
I think you misunderstand. Heat sinks in TT work like the Energy Draw meter in MWO. Heat is figured out AFTER you fire in TT... just like in MWO. In essence, your sinks can dissipate a certain amount of heat per turn, just like the ED bar can only handle a certain amount of damage in a given time period.
If we translated BT heat in terms of the ED system... the meter represents your heat capacity as determined by the number and type of heat sinks on your mech. Like the ED meter, it will cool down at a predetermined rate, the time from Max to min representing one turn in TT.
Like in ED, if you exceed what your bar can handle, it adds to the heat scale. However, this is direct heat, not a conversion of damage into a penalty.
Further, your heat scale itself will only reduce if you have unused capacity in your meter. If you keep applying heat to hold your meter high, your heat scale will not reduce.
There is nothing invisible about the system. You're merely using heat instead of damage for the ED meter, and Max capacity of the meter is related to your build, not an arbitrary 30pts. The only points applied to the heat scale itself would thus be "penalties" for exceeding the dissipation capability of your mech - for which you will then have to reduce or eliminate any additional heat you're applying so your mech can "work off" those penalties.
It's a lot more intuitive. Plus, I think that this will be more or less self-limiting and won't need a lot of special ghost heat-like rules to make it work like ED does.
I think I'll do a full write up about it. This might actually be the solution that will make everyone happy.