The issue with using numbers from real world, (e.g., 5 MOA @ 600m capable AK-47, which I agree, is crappy in terms of precision), is that Battletech lore is rife with ridiculous numbers that defy general physics. While the principles associated with the systems should be the same (e.g., dynamic CoF is a good model for such weapons), the actual numbers most certainly should not - otherwise, why would a machine gun only have a 100-200m range? Why would an AC/20 only have a 270m effective range? Makes no sense compared to the numbers associated with modern small arms and artillery systems. But we ignore the numbers to make the game more interesting, to force close, withing visual range engagements and not a "shoot at the tiny dot in the distance."
If we talk about why the "advanced" mech weapon systems should have some inherent lack of precision (i.e., not perfect precision), the lore actually supports this idea - targetting systems and computers are lost tech. Myomer systems are only so precise, and the impacts of heat are significant on both pilot and machine in terms of movement, sensor, and targetting/aiming capabilities.
The dynamic CoF model adds to the immersion and makes it "more realistic," but we will continue to use Btech values for weapon ranges and damage so as not to completely change the game. The dynamic CoF system would make the game closer to the lore and make it more challenging and interesting.
As far as balancing engines, I agree, that's not the intent nor the result of such a system. But that doesn't mean we should not consider the system because of that. A change to the core mechanics of the game needs to come before new balance decisions, otherwise, everything you do beforehand could become worthless, as this system will necessarily force some new balancing considerations. The cool thing is that you could adjust certain mechs that are disadvantaged with hardpoint numbers or placement to have some advantages in reduced standard deviation at varying speeds, heat levels, etc. You could give different variants much more variety and also make the skill tree something unique. Do I choose reduced CoF per kph speed or reduced CoF per heat %? If I can't have both, and the impact of both is a reduced cyclic rate on weapons, then we have meaningful sidegrades that result in more specialization and some hard choices for each to make to suit his own playstyle.
If I had a month, I'd draw up a significant overhaul of most of the mech characteristics, with the instigating change being the dynamic CoF mechanic. It would make me really interested in playing again, because there would be more to learn. Once there is no more learning in a game, it's no longer interesting to me.
MacClearly, on 31 January 2017 - 04:26 PM, said:
No it is the exact opposite.
Why? Currently, what factors affect your weapon accuracy?
Under dynamic CoF, what factors affect your weapon accuracy?
Which system is more trivial to manage? You can't just say something contradictory and not support it. Your claim makes no sense whatsoever.
Edited by Dino Might, 31 January 2017 - 08:43 PM.