Through Armor Crits? I'd rather avoid them. The Crit system is too random and lacks any meaningful player involvement other than "shoot the enemy".
Weapons as "Crit-Seekers". Alone for the purely random nature of critical hits, I'd avoid that.
Should more internal gear be crittable? Maybe.
Personally, I would ditch most of the randomness in critical hits.
Split each hit location's internals structure points by the number of crit slots. Whenever a location takes this much damage, there is a 50 % chance for a crit to occur. It doesn't matter how this damage was achieved - a 1 second laser beam with multiple pulses, a stream of MG bullets, or a mighty AC/20 hit. THe only thing that matters is that the location's structure points have been.
When a critical hit occurs, the largest item is hit first. The next crit will hit the next largest item and so on, until we start at the beginning. If items are equally large, the higher placed item (as seen in the mech lab) is hit first.
Whenever a item is hit, it gets one damage point. If it has taken a number of damage points equal to its crit slot number +1 or more, it is crippled. If it has at least one damage point, it acts as damaged.
Engine States:
Damaged: The engine produces 0.5 heat per second.
Crippled Engine: THe engine produces 1 heat per second.
Arm or Hand Actuator:
Crippled: The arm loses 20 % movement range and speed if the mech has 4 actuators (shoulder, upper, lower, hand), 25 % if it has 3 (shoulder, upper, lower) or 2 (shoulder, upper).
Leg Actuator:
20 % movement speed reduction.
Gyro:
Damaged: 25 % torso speed and twist range reduction.
Crippled: 50 % torsos spend and twist range reduction.
Weapon:
Damaged: The weapon's cooldown time is doubled. Special: A Gauss RIfle has a 33 % chance to explode when damaged.
Crippled: The weapon is destroyed and non-functional. Special: A Gauss Rifle has a 66 % chance to epxlode when damaged.
Ammo:
Crippled: Ammo stored is lost, 10 % explosion chance. (or 50 %, if we lower the explosion damage to something like 10-20 per bin.)
Heat Sink:
Damaged (DHS only): dissipates only half the usual amount of heat.
Crippled: Dissipates no more heat. Optional for DHS only. 50 % chance to deal 10 damage over 10 seconds (corrosive coolant)
ECM:
Damaged: 50 % chance to be destroyed. If not destroyed, functions only at half range.
Crippled: Destroyed and nonfunctional.
BAP:
Damaged: Bonuses lowered by 50 %.
Crippled. Destroyed and nonfunctional.
Command Console:
Damaged: One random PGI Dev is forced to work on the design for the use of the command console for 4 hours.
Destroyed: The whole PGI dev team is forced to work on the deisgn for the use of the command console for 4 hours.
Sephlock, on 16 June 2013 - 09:43 AM, said:
How is that worse than starting the match, trading a shot with an opponent after a minute, and disintegrating due to his 6x PPC alpha strike melting your face?
One problem at a time.