A Headless Chicken, on 27 June 2018 - 08:00 PM, said:
Be so kind as to fill me in, apart from...
1. "delayed" convergence, which does not change the issues of high damage alphas since pinpoint damage will still be king.
2. "no convergence" where ST weapons are locked facing forward and is generally stupid to begin with.
3. "dice roll damage assignment", where i'd much rather go back to Battletech
Delayed convergence: This is where your weapons take a moment to line up on their target. This means, instead of being able to quickly snap your reticle over a target and pull the trigger for perfect accuracy (what we have now), you'd have to keep your reticle on target for a moment, otherwise your shots spread out a little at their last converged location (typically someplace really close or far away from your target, either way spreading your weapons fire out to "focus" on that location").
No convergence: Weapons don't converge at all. Everything shoots in a straight line from their location on the mech, and you can only point them and see if it hits.
Dice roll damage assignment: Not even close to convergence being discussed here. This would be more akin to how SSRMs work currently...
Pin Point/Instant Convergence: What we have in the game currently. If your reticle is on it, your weapons are already focused there.
The "Convergence" we are discussing is having your weapons gain a little spread or "cone of fire" depending upon the situation your mech is under.
- Standing still, no penalty at all.
- Walking (moving around/slightly faster than half speed), a very slight random spread of your weapon (from a line to a slight cone).
- Running, a slightly larger cone of fire/spread.
- Jumping, a slightly larger cone of spread, but similar to running.
- Low heat, no penalty.
- Mid heat, a slight increase to the cone of fire.
- High heat, a slightly greater increase to the cone of fire.
Effect would stack, so if you are jumping and running really hot, you'll have a rather large cone of fire, making your accuracy a little more jarred/off reticle. Standing still at low heat, perfect accuracy. Walking at low heat, probably barely even noticeable accuracy change.
With a convergence system like that, we could adjust the cone of fire by number of weapons shooting (call it something on the lines of targeting CPU). Fire too many weapons of a certain type, you'll push for fire control systems and cone of fire would spread (even for lasers).
To represent this your reticle markings would grow or shrink to show the cone you'd be expecting at that moment. Your shot would land somewhere within the reticle markings, you just don't know where exactly. The skill would be to determine the risk of shooting or waiting for the cone to shrink enough for a precise shot.
We could even add in an additional layer onto this by granting arms (maybe even with lower actuators) a benefit of having naturally smaller cones of fire, making placing weapons on "fragile"/low mounted arms more beneficial. As your torso has different reticle markings from your arms, it could be possible to represent it even. This could even be taken an additional step and have specific mech chassis/variants be calibrated to better adjust/tune them as well. Targeting computers could improve this, instead of their current buffs they do in the game.