Dakota1000, on 29 April 2017 - 01:00 PM, said:
The reason I believe it dumbs it down is that it removes the possibility to have certain situations, such as in my running while overheating with one shot left scenarios. It replaces a high tension fight with requiring the players to stand still, cool down, likely just get back into cover to do those two things, then peek out again, stop, then fire accurately on the opponent.
People already complain quite a bit about brawling being dead and sniping with high alphas being the meta, well I see having a convergence system of this type as putting the nail in the coffin.
So you also think that has something to be done about the sniping. So a system where you have to stay on target to just increase your aim would work in that direction, wouldn't it?
The Sniper has to take more of a risk by exposing himself, still give him the option to make a quickshot.
You also seam to agree that alphas are a problem. So what can one do about it? Energydraw was PGIs try but it failed and I am kinda happy about it. It was to abstract to me.
So why not take something that is allready there? Heat can be used and allready is but only as an on/off switch. Since people have figured out how to build/play mechs to shot and cover while riding the red line without penalties it has become kinda of a joke.
Haveing a heatscale that slowly introduceses drawbacks in less mobility might be a good startingpoint.
I don't say that we should cripple a mech completly, that would, as you said, take out a lot of the action. Just make it so that you loose a little percentage of mobility...maybe 5% max? (Just throwing in a value to show what I mean by little)
Let the mech move, twist and move the arms slower overall. It dosn't prevent you from fighting in a brawl but be more causious over it because retreating isn't that much of an option.
Sure the idea needs some more work in detail but it should add a bit of a risk/reward to both sniping and brawling and it needs a skilled player.