Thanks for the clarification on the single hit roll with multiple location rolls, I thought it was multiple hit rolls.
So, what I'm getting at is, ssrm were as "difficult" to use as srms in TT, as in they required the same type of roll to make a hit, correct? the difference was ssrms didn't waste ammo or generate heat if they didn't succeed at the hit roll (or we could call it a lock roll). So another way to look at it using the roll to lock language would be srm's attempt to get a lock, but fire anyway if they don't; ssrm's attempt to get a lock but didn't fire if they didn't get one.
I still stand by the purpose in my suggestion for a change to the streak mechanic, which is that ssrm should be the same difficulty to make hit as srm, but just shouldn't waste heat and ammo if they don't hit. The lock mechanic we have makes ssrm way easier to use than srm as you don't have to lead.
Without altering the way SRM work in MWO, if we want to achieve the same difficulty in use what I would propose is as follows:
1. Lead and pull trigger, no lock on system
2. State rewind or other server based system checks if a single, ballistic projectile travelling at srm speed (300m/s) would have hit the mech you are shooting at, sends results back to your client.
3. if successful you fire SSRM that now track to where ever the target is now, and follow the same or similar damage spread mechanic we have now. If unsuccessful no expenditure of ammo, no heat generated, but cool down still triggered, makes no lock sound SSRM currently do.
4. SSRM either travel at 200m/s in animation, or travel at SRM speed of 300m/s with reduced hitpoints to allow same AMS intercept rate.
I would trigger the cool down to prevent people from just holding down the trigger and sweeping the target.
Thoughts? Does this comply with the spirit of SSRM from table top, while making it workable in our current frame work?
Edited by cjmurphy87, 18 February 2013 - 02:33 PM.