The basic idea is to build on the current system but with one major change. This:
T (t) = Te + (T0 − Te ) e - kt
Newton's law of cooling.
The idea behind this equation is that the heat dissipates faster the higher the temperature becomes. This might not seem to make much of difference by itself, but when you, say, add penalties to movement and other things for being at higher heat, things become interesting very fast.
These two things create a very simple concept: running your mech hotter lets you fire your weapons more often, but at a penalty to defense. The temperature you chose to run your mech at determines how aggressive or reckless you play. This becomes more interesting when you get creative with the different heat penalties given.
Here are a few ideas for heat penalties:
-Reduced movement speed
Pretty obvious. This was in other mechwarrior games, but I would like to see this become more extreme at extremely high temperatures like in battletech.
-Reduced torso and arm speed
This isnt battletech, so you cant just reduce the probability of hitting with a dice roll, but you can however make it more difficult to aim. By making the torso and arms slightly more sluggish, aiming can become more difficult (and require that much more skill).
-Hud scramble/shutdown
Also in other mechwarrior games, the hud stars to go all goofy at high heat (or when hit with ppc). But again I think this should go a step further. At the most extreme temperatures I think the hud should shut down completely, making the pilot have to shoot completely by feel. Also something that would add a really cool skill/immersion element to the game. Would also provide a very obvious visual warning before the mech shuts down completely.
(These next ideas are a little more out there, and would make maybe make it too complex)
-Weapon damage
A new but simple idea. At very high temperatures there is a chance that firing a weapon will damage it, increasing its cycle time permanently. This adds an extra element of risk to running at extremely high temperatures. It could also be possible to damage a weapon multiple times to the point where it becomes completely broken. Again this would only happen at rather high temps and increase in frequency the hotter you run.
-Internal structure damage
At very high temps firing your weapons will cause internal damage to your own mech by damaging the internal armor slightly wherever the weapon is located. Rather than being a dice roll, it would make more sense for this to start happening at a certain temp and increase in damage the hotter you get. Again this would only be a small amount of damage. I think that weapons which generate more heat would naturally do more damage. For instance a gauss would do pretty much nothing, and a ppc would do comparatively a lot more. This makes this a possible counter to ammo explosion damage, since energy weapons do not have that risk.
But I dont think ammo explosions from heat would really be a good idea at all, lol.
Anyway, I think thats enough for one post. Basically, this system would add a level of depth to mech design and gameplay, allowing the player to plan at what heat range he/she wants to play at.
What do you peeps think?
Edited by MrDerp, 15 March 2013 - 10:31 PM.