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Dynamic Cooldown Modules


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#21 Jack Shayu Walker

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Posted 31 August 2016 - 11:56 AM

View PostNavid A1, on 31 August 2016 - 10:46 AM, said:


It IS simple.
But not when it comes to PGI.
It is similar to targeting computer case. A TC size and weight should depend on how much direct fire weapons you have on your mech... 1 ton of TC per 5 tons of weapon equipped. They could not do that.


TCs would be required to change their slots and tonnage depending on what other pieces of equipment you put on your mech. That's two values that have to change in real time in the mechlab as you add and take stuff off. It would also require that PGI program the targeting computers to remove themselves if they become too large to fit as equipment is added.

Dynamic cooldown modules cannot cause illegal builds to form by first equipping them and then adding more equipment. Heck a dynamic cooldown module doesn't even need to calculate its value until you hit "Save".

#22 TexAce

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Posted 01 September 2016 - 06:34 AM

He did read it

https://twitter.com/...090444792889344

#23 Jack Shayu Walker

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Posted 01 September 2016 - 07:12 AM

View PostTexAce, on 01 September 2016 - 06:34 AM, said:



Hallelujah!

#24 Raubwurst

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Posted 01 September 2016 - 11:09 AM

Not just he read it, he wrote "we", thus they may have taken the time to look at it together and speak about it (and Mr. Bullock called it a "neat idea") :)

#25 Cementi

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Posted 15 September 2016 - 11:00 AM

Really good idea.

When quirks were announced I thought they were a good idea however I did not think about the potential balance issues and the frequent shoehorning people into specific builds, mostly because I would have focused on defensive quirks rather than offensive.

Numbers would have to be tweaked and tested but I think this is has a ton of merit and as Russ has commented that it is interesting (overwhelming positive response for an idea not PGI's own) I have hopes that it will be considered. Hopefully it would not be too hard to code.

#26 ScarecrowES

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Posted 15 September 2016 - 12:23 PM

Dynamic cooldowns are an awesome idea... but I'm not sure tying them to a module is the best implementation. Ideally, this is your best chance to replace ghost heat in a way that doesn't mess up anything else.

Instead of modules which are optional and can be ignored, I'd rather see this be a core mechanic. I would also rather see this work as a net nerf system, rather than a direct buff. Instead of the proposed, I'd recommend that all weapons see a minor buff to their cooldown times vs the current live servers. Then, any additional weapons of that same type that you mount beyond the first increases the cooldown of them all by a small percentage.

This has the advantage of extending the time required to put out maximum burst damage from boated builds without removing their direct damage potential OR messing with the build's heat mechanics and total damage over time. You're merely forcing them to spread their shots out a little more without directly penalizing them. Boating is still viable.

This also results in a small buff to mechs that might only mount one or two of a type, as intended, but not so much that it throws everything out of whack.

And, this gives a more thoughtful level of choice to modules.







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