Wow, this thread has some real interest. I just wanna throw this out there real quick.
I too am looking for more of a simulation. I have also been a long time fan of Ballistic weapons in the PC titles. It seemed each weapon had its own uses and fit a different playing style. Let me say, there are many times I drooled over another yellow (color for Ballistics in the PC games) weapon in my loadout, but the tonnage was just too much. Really, the heat seemed to be one of the few things keeping lasers from ruling the day.
The thing is, we can't rely on reloading venues or the like to balance the game. We won't be playing in a real sim. If lots of new people get drawn into the game, they will all be looking for the perfect loadouts and the easiest tactics to exploit. They will not be looking for a sim. Most will be looking for the easiest way to score the most kills. If there is a MFB it will be exploited by the enemy if at all possible. Adding most any complications like that to the game be exploited.
My recommendation is simply let the weapons strengths and weaknesses do the balancing.
Lasers = "+" No ammo, good at most ranges, low tonnage "-" heat, somewhat less damage
Missiles = "+" big damage with large salvos, very long range potential "-" ammo shortages with large salvos, lock time, some heat
Ballistics = "+" no heat, knock factor, moderate to large damage "-" ammo shortages in long engagements, heavy tonnage, most large damage options are close range
If you go with Big Power with any of these, you will run into some problems:
Lasers will have you constantly watching your heat gauge.
Missiles will have you waiting to lock and needing to make your few shots count.
Ballistics will have you needing to get in close and be selective with your shots.
Ammo based mechs will not likely run the field and will have to rely on their lancemates to do some damage too. If you can't manage this, then the guys with more ammo and smaller guns will outlast you and suddenly the firepower advantage will be theirs. They made you deplete your ammo and that is their moment to gloat with their fingers on a fully powered trigger while you just sit there sweating hearing you Mech go "click, click, click". "Kudos" to them. They worked an effective strategy and we had a fun game.
The only problem I see is if the combat venues are set up in a way that no reasonable Mech will be able to carry enough ammo to possibly last, even will good marksmanship. In that case, the ammo/ton needs to be tweaked up a bit rather than add a whole game changing exploitable feature.
Rather than seek to simulate a TT or a PC game, I think time and energy would be better spent looking to eliminate or change features that open doors for power players to come in and ruin the game for the long time fan base who just want an awesome modern Mech game.
Edited by Antonius Prime, 09 April 2012 - 03:55 PM.