Instead of a blooming recticle, which will still converge shots into a tiny point at the right time, I would use this:
A Target Indicator that puts the target into brackets or a lighted outline.
A large recticle that also indicates a zone of shot dispersion.
Shooting at a target is like shooting with a shotgun, or with SRMs. There is random dispersion.
I want to impress the notion that a mech is an overpowering but blunt instrument of destruction.
However if weapons are chain fired or single fired, the recticle sharpens so you can make pin point shots.
No ghost heat, no alpha limitations, you can set up for a massive alpha if you want but you will deal with a measured dispersion, usually about half the size of mech.
I would limit heat capacities, and yeah, no double sinks.
I would also redo the basic mech representation of movement. They need to feel slower, more stompy, more weight and machine to them. There needs to have some resistance in the torso traverse and arm movement. You can't move them as fast as you want, and you may need to "pre-position" them. Those who play World of Warships should be familiar with pre positioning those slow, heavy battleship turrets in anticipation of the direction of the enemy fleet. There needs to be increasing resistance for the torso the farther it traverses off center, which I like to call a variable speed traverse: you can traverse quickly within a moderate angle off center but after that, there is increasing resistance and slowness in the traverse.
I would allow for a preset, and then you choose the mech you think you are suited for that map. You will also get to see what your team chooses and you can choose a mech that has more in synergy with your team, as well as what you think is good for the map.
Limited to four to eight mechs per team.
A limited amount of respawns (3 to 4).
If I do a mobile game, I would limit to only four players per team. If a player is AFK or disconnected, AI takes over.
I would keep maps limited in size to reduce travel time, so much of the limited available game time is spent on engagement.
Edited by Anjian, 19 February 2017 - 06:39 PM.