MustrumRidcully, on 13 December 2012 - 11:20 PM, said:
I think it fits the original game rules as well as the lore better to have a low heat capacity and a high heat dissipaton.
Mechanically speaking, to implement this in MW:O, you could basically set your heat threshold much lower than it is now. Instead of using a threshold of 30+heat sinks, something like heat capacity = 3/4 your heat sinks would work for this purpose.
So if you have exactly as many heat sinks as yo uwould need to dissipate all the heat all your weapons generate, you could still not fire them all at once, because you would produce more heat than your capacity. But, you could still chain fire them, as after a few seconds you have fired your first group of weapons, their heat would be dissipated, you could fire your second group, and there heat would be dissipated before the first group of weapons is ready again.
A non-heat neutral mech would instead use these groups for different range brackets, not able to fire them all at once without overheating risk.
But to have any reasonable amounts of weapons (e.g. the type of weapon loadouts that are typical for Battletech) under this paradagim, the heat dissipation would need to be much higher than it is now (about 2-3 times as high as now.)
I don't think we'll see it happen... Not with the speed other game balance changes have been done so far. The Devs have settled for their system.
If only there was a way to make your own MW:O server with your own game rules...
Sadly I agree. Throughout the entire development process of MWO that I've seen, PGI has repeatedly implemented first-pass, quasi-placeholder features and game mechanics, and then quietly made them permanent/finalized core mechanics with little to no alteration.
Edited by zverofaust, 14 December 2012 - 01:59 AM.