Realistic Heat
#1
Posted 01 April 2012 - 12:27 AM
#2
Posted 01 April 2012 - 12:58 AM
But the risk of damaging your machine permanently could be implemented. If you just run around alpha striking everything there could be a chance that weapons stop working, there could be a chance that heat sinks explode or start leaking, reactors could start loosing effectiveness (thus reducing your speed or making energy weapon recharge times longer), cockpit visuals could start flickering or go out permanently as sensors are damaged, the infrared vision mode (if it is ingame ^^) could become useless as your mech is literally "the hottest thing in town"...
#3
Posted 01 April 2012 - 01:12 AM
#4
Posted 01 April 2012 - 01:13 AM
Quote
In Mechwarrior 3 and 4 excess heat affects your ability to gather information from the hud. Extreme excess heat would destroy your mech.
#5
Posted 01 April 2012 - 01:33 AM
I have never read a battletech novel, but I doubt all writers played the game at all.
#6
Posted 01 April 2012 - 02:14 AM
firestorm119, on 01 April 2012 - 12:27 AM, said:
Im not sure about everyone else, but it seems like my cockpit is almost always flashing and crying about heat.
#7
Posted 01 April 2012 - 02:16 AM
Siilk, on 01 April 2012 - 01:12 AM, said:
I think heat needs to have a range of effects.
To begin with, 'cosmetic' effects(HUD blurring etc, loss of sensors/targetting), with increasing time at 'redline', other things which would reduce a mech's ability to output damage would oocur, leading onto actual heat-damage of weapons and mech systems(such that would cost C-bills to repair afterwards, rather than just going back to normal after cooling down), up to weapons disabling, ammo cookoffs and, in extreme circumstances, actual destruction of the mech.
#8
Posted 01 April 2012 - 02:19 AM
#9
Posted 01 April 2012 - 05:14 AM
#10
Posted 01 April 2012 - 05:20 AM
I once worked it out that a round was approximately 12 seconds give or take a few decimal places. The thing is that heat generation is instantaneous while heat dissipation takes place over that entire 12 second, so if you alpha strike and fire everything in a single volley then you get a heat spike. Over that 12 second period you will dissipate that heat but at the moment of firing it will creates an issue. Which would create the heat spikes described in the book
Personally I like the idea that heat has an in game effect on the pilot. It will make the game more interesting, it means that you have an incentive to cycle your weapons and fire them in small volleys rather then throw out single large groups.
It also solves a couple of other problems like the alpha strike and boating so I'm all for it.
#11
Posted 01 April 2012 - 05:49 AM
#12
Posted 01 April 2012 - 08:30 AM
#13
Posted 01 April 2012 - 08:32 AM
Tadakuma, on 01 April 2012 - 05:20 AM, said:
I once worked it out that a round was approximately 12 seconds give or take a few decimal places. The thing is that heat generation is instantaneous while heat dissipation takes place over that entire 12 second, so if you alpha strike and fire everything in a single volley then you get a heat spike. Over that 12 second period you will dissipate that heat but at the moment of firing it will creates an issue. Which would create the heat spikes described in the book
Personally I like the idea that heat has an in game effect on the pilot. It will make the game more interesting, it means that you have an incentive to cycle your weapons and fire them in small volleys rather then throw out single large groups.
It also solves a couple of other problems like the alpha strike and boating so I'm all for it.
A turn is specifically defined as representing a 10-second period (Total Warfare, pg. 36).
The same paragraph also specifies that one hex represents an area that is 30 meters across.
We know that one standard Heat Sink would (canonically) dissipate one unit of heat during one turn (10 second period), representing a dissipation rate of 0.1 units of heat per second.
Likewise, one Double Heat Sink would (canonically) dissipate heat at a rate of 0.2 units of heat per second.
'Mechs come with 10 HS or 10 DHS as standard equipment, representing the ability to dissipate up to 1.0 units of heat per second (standard HS) or 2.0 units of heat per second (DHS) as a base value that can be increased as the number of installed Heat Sinks increases.
Take, for example, the recently-unveiled AWS-8Q Awesome.
It has 28 standard Heat Sinks installed; it would have an overall dissipation rate of 2.8 units of heat per second.
If the Awesome were to fire its three PPCs together while standing still, it would generate 30 units of heat (10 per PPC) instantly (representing the heat spikes described in the novels).
It should take the Awesome's 28 Heat Sinks about 10.71 seconds to completely dissipate all of the heat generated by that triple-PPC firing.
Another useful example in this case would be the Supernova.
It has 26 Double Heat Sinks installed; it would have an overall dissipation rate of 5.2 units of heat per second.
If the Supernova were to fire its six ER Large Lasers together while standing still, it would generate 72 units of heat (12 per ERLL) instantly.
It should take the Supernova's 26 DHSs about 13.85 seconds to completely dissipate all of the heat generated by that six-ERLL firing.
Your thoughts?
-----
I, too, think it would be interesting to see heat - specifically, prolonged periods of having the heat level above the "recommended heat level" - have detrimental effects on the BattleMech's movement, cockpit systems, and pilot visibility (say, a de-focusing/"soft focus"/"fuzzy vision" effect that becomes more pronounced with time at high heat levels, and less pronounced with time as heat levels decrease)...
#15
Posted 01 April 2012 - 09:24 AM
Strum Wealh, on 01 April 2012 - 08:32 AM, said:
A turn is specifically defined as representing a 10-second period (Total Warfare, pg. 36).
The same paragraph also specifies that one hex represents an area that is 30 meters across.
We know that one standard Heat Sink would (canonically) dissipate one unit of heat during one turn (10 second period), representing a dissipation rate of 0.1 units of heat per second.
Likewise, one Double Heat Sink would (canonically) dissipate heat at a rate of 0.2 units of heat per second.
'Mechs come with 10 HS or 10 DHS as standard equipment, representing the ability to dissipate up to 1.0 units of heat per second (standard HS) or 2.0 units of heat per second (DHS) as a base value that can be increased as the number of installed Heat Sinks increases.
Take, for example, the recently-unveiled AWS-8Q Awesome.
It has 28 standard Heat Sinks installed; it would have an overall dissipation rate of 2.8 units of heat per second.
If the Awesome were to fire its three PPCs together while standing still, it would generate 30 units of heat (10 per PPC) instantly (representing the heat spikes described in the novels).
It should take the Awesome's 28 Heat Sinks about 10.71 seconds to completely dissipate all of the heat generated by that triple-PPC firing.
Another useful example in this case would be the Supernova.
It has 26 Double Heat Sinks installed; it would have an overall dissipation rate of 5.2 units of heat per second.
If the Supernova were to fire its six ER Large Lasers together while standing still, it would generate 72 units of heat (12 per ERLL) instantly.
It should take the Supernova's 26 DHSs about 13.85 seconds to completely dissipate all of the heat generated by that six-ERLL firing.
Your thoughts?
-----
I, too, think it would be interesting to see heat - specifically, prolonged periods of having the heat level above the "recommended heat level" - have detrimental effects on the BattleMech's movement, cockpit systems, and pilot visibility (say, a de-focusing/"soft focus"/"fuzzy vision" effect that becomes more pronounced with time at high heat levels, and less pronounced with time as heat levels decrease)...
My experience with the tabletop pre-dates the total war rule book (I'm still using an old copy of the Battlech compendium and 2ed Mechwarrior)
But yeah it's the same principle and you expressed my opinion in clearer format so kudos, for that.
l
#16
Posted 01 April 2012 - 09:33 AM
StompyMcGee, on 01 April 2012 - 02:16 AM, said:
To begin with, 'cosmetic' effects(HUD blurring etc, loss of sensors/targetting), with increasing time at 'redline', other things which would reduce a mech's ability to output damage would oocur, leading onto actual heat-damage of weapons and mech systems(such that would cost C-bills to repair afterwards, rather than just going back to normal after cooling down), up to weapons disabling, ammo cookoffs and, in extreme circumstances, actual destruction of the mech.
I completely agree. I even had a nice list of such effects in one of the old threads:
Siilk, on 14 March 2012 - 07:47 AM, said:
* partial HUD disruption
* Temporary equipment malfunction
* Reticle shaking due to spontaneous twitching in myomers
* Blurry vision(due to excessive cockpit heat)
>Overrideable Auto-shutdown here<
* Permanent heatsink damage
* Permanent Internals damage
* Total HUD disruption
* Ammo cook-offs
* Heatstroke-induced redout
>Unoverrideable auto-shutdown<
* Reactor core meltdown, permanent damage to reactor
* Reactor core breach, mech destruction.
Note, that even though there is unoverrideable auto-shutdown, reactor core meltdown or breach is possible if there would be a high heat spike while mech is still very hot.
Gozer, on 01 April 2012 - 05:14 AM, said:
Yes, I remember something like that but I'm not 100% sure about it.
Strum Wealh, on 01 April 2012 - 08:32 AM, said:
You're right, that's how heat accumulation and dissipation should work.
#17
Posted 01 April 2012 - 09:54 AM
Edited by HeIIequin, 01 April 2012 - 09:55 AM.
#18
Posted 01 April 2012 - 10:03 AM
#19
Posted 01 April 2012 - 10:11 AM
And ammo explosions.
#20
Posted 01 April 2012 - 10:51 AM
Heat had a severe effect in the earlier games if you did not handle it you were in serious trouble.
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