PewPew, on 06 February 2012 - 04:44 PM, said:
I think people are too set in the idea that coolant flush has to be the way it was in previous games. Without flush coolant, or an activated ability that gives battles more human variable, fights are much less complex. In close quarters brawl, energy mechs will have an optimal firing pattern which puts as much damage out possible for a sustained period of time (all else being equal).
With the introduction of coolant, and thus, a human variable, players are forced to think twice when engaging a hot mech in close quarters, while those in energy mechs might have a last card to play.
The problem with previous flush coolant dynamics was that there was simply too much coolant, and it could be used whenever you wanted as long as you had some left. This is EASILY fixed without removing a huge aspect to the gameplay. For example, mechs could have a limited number of flushes, e.g. two/three flushes per round that would reduce temperatures by X Kelvins, dependent on a function of current temperature, coolant temperature, and environmental temperature. Also, the game can always incorporate cooldowns for the ability (no pun intended).
If you look at successful PvP games, they all have systems and rules by which everyone plays(Health, mana, heat), and then abilities which add a human aspect to it (healing, potions, coolant). To remove this would be to dumb down the combat dynamic. I have a strong feeling MWO will have something similar to what I described. They're doing a fantastic job so far of creating the right complexity of combat.
I will concede to you the point that other PvP titles generally involve some form of direct control over things like health and mana, I disagree that MW:O needs to copy this. If WoW allows healing spells and potions, should MechWarrior add in consumables or abilities that repair your armor and internal structure at a moments notice, or repair damaged components like WoT? I would say no.
I will also point out, again, that coolant flushing only benefits 'Mechs that run hot, almost by definition energy heavy designs, giving them an advantage over 'Mechs that rely on ammunition based weapons. If a Hunchback runs out of AC/20 ammo in the middle of a firefight, he's basically humped, as that just removed his primary weapon. A Warhammer, on the other hand, will only lose it's PPCs through destruction or running too hot to safely fire them without shutting down or destroying itself. Removing that threat of overheating, even if it can only be used a limited number of times, gives that pilot a significant advantage in combat.
As for it "dumbing down" the combat, I completely disagree. NOT having control adds a lot more to the experience. You have to know what your 'Mech can handle, control your weapons fire, and really THINK if that next shot is going to be worth it. Do you take that extra large laser shot at something that'll push your 'Mech into the lower red, or cool off a bit and add a medium in with it? Do you stand and fight, or try to disengage to get behind cover and cool down before the next encounter? Heat should be a major factor, more of a "Oh, crap. Heat scale in orange, gotta take a minute to cool down." instead of a "Oh, heat's getting close to red. Better flush quick so I can get another PPC shot in."