I don't like the idea of ammo trucks + reloads in match.
1. One ammo truck per team means that you only want 1 module per team. It means that people need to have that much more pre-game discussion, because otherwise the Catapult that mounts no extra ammo and relys on their MFB/ammo truck is pissed when they spawn in and someone else has control.
2. Since you'd need to keep it out of enemy range, most likely the primary users would be LRM mechs. The balance of LRMs vs other long range weapons is that LRM have IDF fire capability, and have a crazy damage potential at the cost of being severly ammo limited. My point is that even with the penalties you've suggested, it still has a big problem. If LRM's are balanced without the ammo truck, then they become too strong when the ammo truck is present. If LRM's are weak and are balanced with the expectation of an ammo truck, then your team is -forced- to field an ammo truck to make them usable.
3. 20 minute games max means that the matches are pretty short. I'd rather focus on forcing on people actively fighting eachother and being forced to deal with running out of ammo, rather than havine 2-5 minutes (10%-25% of a game) spent as they sprint back toward safety and waste time reloading. More action, less waiting.
4. One of the main reasons for ammo to exist in MechWarrior is so that it can run out. An AC 20 hits way harder than any energy equivalent weapon at this point in the timeline. The balance for that is that the AC 20 has a short range and carries very few reloads per ton. It is a heavy weapon and it forces people to make every shot count, while giving people massive rewards when they do hit. Ammo trucks reduce the importance of those features. It seems like it encourages people to dump their initial ammo, then head back to cover to grab 2 more tons of AC 20, before heading back into the fray.
5. Extra work involved for the Devs. I'm not a fan of the feature in the first place, and I don't like the idea of the devs having to incorporate a bunch of extra work to prepare this for the game. Additional things they'd have to prepare include:
Model/animation for the truck
Code/interface for remote driving the truck
Code/animation for mech opening itself to recieve ammo
Code/animation for mechs who are reloading the mech
Code/Animation for the ammo moving from truck into the mech (since any hit to the exposed ammo causes explosions it'd need a hitbox at least)
Code/Interface for determining what ammo types to bring (does everyone pick one type of ammo to bring before the match, or does the MFB owner pick? If the MFB owner picks, that screws over other people who are relying on their own MFB to keep them supplied)
Balance work for getting the MFB capacity/speed/armor/signature correct
I don't know what that list adds up to in term of manhours, but I know that it's more than a couple. I don't think the MFB/ammo truck is worth time.
edit:
5. 8% chance to explode reguardless of precautions means that it'd basically be, "Your team has an 8% chance to lose whenever you use this," because the ammo explosion would likely destroy/cripple all the mechs involved in the process. I don't like the idea that I might lose, not because my team got outplayed, but because one of my teammates tried to reloaded, got unlucky, and killed himself and one other mech in the process. It's not balanced if the choice is "Well, you can abuse the ammo truck to use an overly ammo-dependant design, but it might ruin the game for you and your team."
6. I'd rather encourage people to design balanced mechs rather than putting in a mechanic to aid people who make an overly ammo dependant mech without giving up appropriate tonnage for reloads. I'd rather have the catapult tear off some armor to get more missiles than have them use a truck/mfb in game to compensate for it.
Edited by LackofCertainty, 07 April 2012 - 10:55 PM.



















