Edited by Prosperity Park, 14 January 2012 - 11:23 PM.
Should players be susceptible to Death by Overheating?
#1
Posted 13 January 2012 - 03:19 PM
#2
Posted 13 January 2012 - 03:31 PM
#3
Posted 13 January 2012 - 03:39 PM
#4
Posted 13 January 2012 - 03:41 PM
Edited by Elizander, 13 January 2012 - 03:42 PM.
#5
Posted 13 January 2012 - 03:42 PM
Means much more balanced between ammo based and energy weapons.
#6
Posted 13 January 2012 - 04:07 PM
Heat Management is part of the Mechwarrior/Battletech.
Having to decide if you wanted to get one more volley in but risk shut down or explosion, or take a moment and find some cover to cool down is part of the game.
#7
Posted 13 January 2012 - 04:28 PM
Also, this would have the side-effect of making the Inferno missiles and flamers much more deadly.
Edited by Prosperity Park, 13 January 2012 - 04:29 PM.
#8
Posted 13 January 2012 - 04:31 PM
There should be a consequence for firing off 100 heat worth of weapons besides just shutting down, like potential ammo explosions, pilot damage, or just engine going critical.
Would definately love to see rising heat effect movement speed and targeting to some degree as well.
#9
Posted 13 January 2012 - 04:50 PM
I'd like to see something like the expanded heat rules where stuff just starts breaking at random.
So that typical redlining is mostly just hampering abilities, and avoiding shutdowns, and trying not to stay hot for too long less your ammo begins to cook.
but ridiculous redlining to the max (like from cramming 4 er ppcs into a medium or something equally ridiculous), your mech should be moving like it's got rickets and arthritis, stuff should randomly be breaking, electrical fires breaking out, any ammo is bound to have cooked off by now, heatsinks get busted as coolant boils out through stress cracks, engine shielding potentially gets burnt through (making the problem way worse), weapons get damaged, pilot can get damaged, sensors damaged, weapons, whatever. Essentially hang out in the deep deep red too long and your mech dies by degrees.
Edited by VYCanis, 13 January 2012 - 04:51 PM.
#10
Posted 13 January 2012 - 04:59 PM
#11
Posted 13 January 2012 - 05:07 PM
Nik Van Rhijn, on 13 January 2012 - 04:59 PM, said:
Actually, that would be the good part of it. I love the panther, but hate when they upgraded it to an er ppc because heat build up made it so you could only fire it sparingly. Constant firing of a mad dog's primary config meant high heat problems fast. Heat was always a huge balancing point in games.
#12
Posted 13 January 2012 - 05:55 PM
just like in MW2 if you reached critical heat your mech shut down, but you had a few seconds to override it
if you did that you could keep fighting and likely explode if you kept creating heat or use it as time to esscape
i think that system was great
however i would like to see its effects become alot more diverse
the mech should not just explode every time at the reactor level
there is thousands of things that could go wrong with excessive heat levels in a machine of war
ammo could explode, the pilot could black out, certain controls could stop responding or be sluggish, windows would fog or bead with sweat
reactor could go critical, electronic systems could burn out suffering permenant damage, ammo feeders could warp and jam
i would like to see a progressive amount of suffering on both the mech and the pilot
so we get a much more real sense of just how hot it is getting
#13
Posted 13 January 2012 - 06:41 PM
Naduk, on 13 January 2012 - 05:55 PM, said:
the mech should not just explode every time at the reactor level
there is thousands of things that could go wrong with excessive heat levels in a machine of war
ammo could explode, the pilot could black out, certain controls could stop responding or be sluggish, windows would fog or bead with sweat
reactor could go critical, electronic systems could burn out suffering permenant damage, ammo feeders could warp and jam
i would like to see a progressive amount of suffering on both the mech and the pilot
so we get a much more real sense of just how hot it is getting
Add cockpit smoke and eventual fire and you should get the point across fairly effectively
#14
Posted 13 January 2012 - 06:42 PM
#15
Posted 13 January 2012 - 06:58 PM
From that point where reactor starts to produce energy for your weapons again (reload),
1.) you will need to much time for 6 PPCs (in standard reactor mode, let say critical but not dangerous critical)
2.) or reactor will explode by generation needed power (to high thermal losses, reactor over stress).
3.) or shut down of the reactor, no power generation (no weapons reload [energy weapons, gauss included]), instead cooling down the weapons ... etc.
I would go with 3. solution.
Edited by Liam, 13 January 2012 - 07:00 PM.
#16
Posted 13 January 2012 - 07:50 PM
#17
Posted 14 January 2012 - 08:45 AM
#18
Posted 14 January 2012 - 10:31 AM
I've spoken to friends who were in a house that got struck by lightning...and they told me about something I've never heard before... the lightning hit the chimney and they told of all the normal stuff, unbelievably loud and so on, but what also happened was that they all were physically and mentally stunned/dazed on their feet for more than a minute....as if they'd been knocked out on their feet. Should this be something that happens to a mech pilot who fires his/her ppc's if not equipped with certain insulation technology? If so, do we assume that all mechs have this insulation in the event of a ppc hit? Should a certain amount of mech damage negate this insulation, effectively leaving the pilot open to this form of unconciousness...causing him/her to become a sitting duck?
#19
Posted 14 January 2012 - 12:41 PM
Edited by Sarajevo, 14 January 2012 - 12:49 PM.
#20
Posted 14 January 2012 - 01:09 PM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users