Kaptain, on 17 September 2016 - 01:52 PM, said:
They could simply disable things(temporarily) rather than have artists spend time on visual effects for a test. At given pointS along the penalty bar just completely disable target info, minimap, damage readout, cross hair, ecm, target lock and so on. This would represent a worse case senario for those afraid that hud penalties would be as ineffective as previous MW games and one would certainly "feel" them.
This also gives me an idea for full implementation(if that were ever to become a thing). Perhaps permanent damage to vital combat and information systems could be implemented at the top of the penalty scale. Lower down on the scale something may work screwy... higher up perhaps it is knocked out completely.
We'd have to see just how punishing the system becomes and work in mechanics as it seems appropriate.
I suppose you're right in that we don't necessarily have to have the art mechanics in place for the HUD for the test... we COULD literally just turn things on and off. It would feel less "fair" than intended, but for test purposes that might be ok. Ideally, when you're at low penalty stages, your HUD would start to shimmy and fade... maybe some of the elements sould dart around and back a bit. It's more distracting than anything, but it serves as a warning that worse things are coming if you keep going.
Eventually, you get up to high heat penalties, and your reticle becomes unreliable... one second it's there, the next it's not... it's position jumps a bit here and there. Your sensors aren't working properly, so maybe on your minimap the positions of enemies get a bit scrambled. Maybe you can't get target info anymore, so you lose the ability to see that big IS XL-using heavy in front of you has a cherry ST. Maybe you can't maintain a reliable target lock so your LRM's and Streaks don't really work right anymore.
So would players feel analog on/off penalties would be ok for testing - knowing that more gradiated penalties would actually appear in the game later if implemented? Would players be able to understand that and be willing to make a mental guess as to how that feels? I'd leave that up to you guys to decide.
There ARE harsher and more permanent penalties in MWO currently than just shutting down... after shutdown you can have damage applied to your CT for going over your limit. I'm not strictly opposed to having certain things permanently knocked out as a component of the heat system, but it would have to be done very carefully. It cannot be random, has to be very predictable, and the penalty has to be in proportion to what you did to get there. Nothing like the sometimes-insta-deat override mechanic in the game.
Personally, I'd rather simulate TT's pilot heat damage by applying damage to the head instead of CT. This also serves to simulate damage to other essential mech components as well. Maybe apply teeny amounts of damage to the head at rates related to the degree to which you're carrying heat penalties. Spend too much time overheating during a match, and you eventually destroy the pilot/cockpit. You'd have to spend a lot of the match in high heat to make this happen, and it would feel totally fair when it did.