MASC: Heat or Lock-Up?
#1
Posted 14 March 2012 - 03:37 PM
However, in the board game (and some previous MechWarrior games, such as MW2) you effectively run a risk of your 'mech's legs completely locking up, sending you crashing to the ground/be destroyed, depending on the game 'mechanic. This cannot be fixed and the chance goes up the more you use it.
The recent mod Living Legends went with a different, non-canon approach: They made MASC build heat. Whenever MASC is enabled you quickly start massing heat in exchange for a huge speed/acceleration boost. This really made MASC feel less like a luck roll to me, and more like something that could be used with planning and skill - and thus fits way more into an environment like MWO in my eyes.
So that's basically the poll - I figured it was worth bringing up!
#2
Posted 14 March 2012 - 03:46 PM
But I think with very sparse use, it should be rather reliable. Like if I wanted a 5 second burst of speed and then didn't use it for another 5-10 seconds, I should rarely ever encounter getting damaged. But those who need the speed have the pro/con of extended use making for higher chance for lockup and damage.
#3
Posted 14 March 2012 - 05:46 PM
This wouldn't be as crippling as the table top, but it would still be punishing.
#4
Posted 14 March 2012 - 07:09 PM
Now, I only support this option if the mech is crippled not destroyed. If leg destruction in MWO (and nothing leads me to believe it does) means the destruction of your mech as well, then I'd say just go with a massive amount of heat build up and/or possible internal damage.
#5
Posted 14 March 2012 - 07:41 PM
#6
Posted 14 March 2012 - 09:38 PM
#7
Posted 14 March 2012 - 10:20 PM
#8
Posted 14 March 2012 - 10:29 PM
Additional small footnote - the "completely cripple" in the poll might be a bit misleading, if you actually meant "eliminated" as in "taken out of the match". Because a "completely crippled" Mech could still remain stationary with full weapon and sensor functionality. Which severely limits its usefulness, but doesn't quite equal a complete loss.
The heat buildup could also have an interesting effect when combined with TSM on the same Mech as MASC.
Edited by Dlardrageth, 14 March 2012 - 10:31 PM.
#9
Posted 14 March 2012 - 10:36 PM
when you activate MASC there is a check made (this would be behind the scenes no player control) at the beginnign of the 1st 10second period the system activates the check fails on a 2 (a 3 or better on 2d6 means the system causes no actual damage to the unit) the second 10 seconds the number needed for the system to keep from causing damage is now 5 or higher, the 3rd 10 seconds of activation raises the number to avoid damage to 7+ the 4th 10 seconds it is an 11+ the 5th 10 seconds damage is automatic.
any turn in which the MASC system causes damage there is 1 critical automatically applied to each leg and it does not specify it has to damage the actuators, but any damage is applied immediately, any damage to the MASC system means it IMMEDIATELY disables and removes the speed bonus it would have caused
#10
Posted 15 March 2012 - 02:34 AM
#11
Posted 15 March 2012 - 02:47 AM
Dlardrageth, on 14 March 2012 - 10:29 PM, said:
"[TSM] should not be confused with Myomer Accelerator Signal Circuitry (MASC), an entirely different technology that is incompatible with TSM but also improves myomer performance.
Triple Strength Myomer is, however, compatible with the Supercharger device."
"Because BattleMech superchargers use a entirely different method of increasing performance than that used by MASC, both devices can be used at the same time for cumulative speed boost in exchange for considerably higher odds of a catastrophic failure."
TSM and MASC are (canonically) mutually-exclusive, but both (canonically) can be used in conjunction with a Supercharger.
#12
Posted 15 March 2012 - 04:57 AM
Ray Mason, on 15 March 2012 - 02:34 AM, said:
Any mechanical component/equipment has a "chance" of failure if overstressesd etc. It's a fact of life and happens all the time in RL so why not here? When I was racing bikes the engine would last 2 races, maybe 3 without a stripdown and rebuild, but not 4. You had to decide on the risks and benefits. Same here.
#13
Posted 15 March 2012 - 09:11 AM
I'd like to see masc have a chance to crit the legs under use. The longer you run it, the higher the chance. When you crit, you damage something in the legs, and fall down, taking falling damage. The leg crit is permanent. Masc is broken after that.
This should have been a multi-choice poll.
#14
Posted 15 March 2012 - 06:25 PM
#15
Posted 15 March 2012 - 06:48 PM
Using MASC is like putting a 200hp nitrous oxide injection system into a completely stock grocery getter with a 1.4liter fuel-sipping motor.
Really fun, ... and ultimately destructive.
Edited by Pht, 15 March 2012 - 06:53 PM.
#16
Posted 15 March 2012 - 07:00 PM
MASC uses no heat, but after 10 seconds your legs start taking damage on the internal level and fast !!
Push it for 15 seconds and your leg internals are so badly worn that you will be reducing to a limping speed (slower than walk speed).
Any longer your cockpit hits the floor.
#17
Posted 16 March 2012 - 05:37 AM
Nik Van Rhijn, on 15 March 2012 - 04:57 AM, said:
Any mechanical component/equipment has a "chance" of failure if overstressesd etc. It's a fact of life and happens all the time in RL so why not here? When I was racing bikes the engine would last 2 races, maybe 3 without a stripdown and rebuild, but not 4. You had to decide on the risks and benefits. Same here.
It's a coin flip. You're in a critical situation and you need speed, you flip a coin - if you "win", you get to win the match, if you lose, you lose the match. By that logic any light mech would have to have the option of a coin flip alpha strike. A hell lot of mess in a twitch based game. With luck lights would alpha strike assaults dead and assaults would outrun lights... seriously, you want that in a game? Supposing every match you have everything fixed it would be a terrible mechanic. I doubt repairing between matches will be an issue.
#18
Posted 16 March 2012 - 02:26 PM
I'd go for damage over time after a 10 second buffer or massive heat ala MWLL.
#19
Posted 16 March 2012 - 03:50 PM
This system would have the advantage of retaining the feel of MASC in tabletop verus the feel of MASC in MWLL. In MWLL, a decision to use MASC is dependant on different considerations. Can I sink the heat before I'm likely to get into a confrontation, thus negating any negative effect of the MASC? Can I still fight effectively at this heat level?
Having just a little bit of damage over time to the leg internals would make even running MASC briefly have at least some impact, preventing a player from gaming the system too much by running it continuously and repeatedly until a predetermined point before which no damage could be sustained. Running MASC for longer could ramp the damage over time up exponentially, discouraging a player from using up their legs' internals all at once in a single long, game-breaking event during a match (though it would be possible to wreck your mech's legs this way in exchange for the effect if someone was unskilled/desperate enough to do it). Skillful use, activating the unit only at need and for short bursts, would prevent the effect from crippling the mech needlessly while still allowing for a useful tactical advantage.
#20
Posted 18 March 2012 - 01:11 PM
Edited by Ryuu Tetsuhara, 18 March 2012 - 01:18 PM.
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