technikr wrote...
There really needs to be an established order to this debate.
Are we trying to support a premise within the realms of the fictional mass effect universe or are we trying to establish a premise under the 4th dimensional (separate from the fictional universe) mechanics of gameplay.
If this is a debate concerning the realistic viability of weapons tech in the mass effect universe. Then we must use established means of measuring the battle effectiveness of a weapon in real time scenarios:
-How do we define an effective weapon?
-Is the definition dependent on the role of its user?
-In certain niche situations, does the weapons tech diverge towards a efficiency dependent on specific roles?
and we must consider all other socioeconomic elements existent in the canon aswell:
-Does current weapons tech follow progression from sociological reports from field use by troops?
-Does design progression take influence from the effects of economic presence: Does this include exclusive material rights by profitable companies? Who are the companies who design this weapon?
But then that leads itself to other questions about the military industrial complex existent within the council races.
-Who Standardizes military-issue weapons?
-What Company are contract by the military?
-How does council regulation and law affect the creation of weapons?
If we're willing to explore the mechanics of weapon systems and start questioning the research and development of these weapon systems, then we're going to have to begin questioning what is the current sociological and political elements that has lead to the implementation of thermal clip tech into standard military issue personnel weapon systems.
Now if this was a debate of gameplay mechanics. Then its simple. "Reloading" of clips into a weapon present challenges of resource risk and survivability that could not have been conveyed under mass effect 1's weapon mechanics. I suspect that thesis is supported by sociological studies of stress on the human psychology.
Well, it's arguable that the heat maintanence requirement is the same as reloading in terms of balancing the opposing needs of maintaining a resource (the ability to fire) with survivability, just more abstractly. So certainly a valid point about effectively conveyed threat vs potential threat. Battletech in it's many iterations factored a multitude more considerations while still making heat maintenance a valid battlefield concern, so it's not like it's impossible to have to effectively weigh the two and indeed I'd argue it was more the imbalance of later game mods, and it being Bioware's first attempt at this universe's mechanics (ie the gameplay was capable of being improved, that doesn't make the accepted solution inevitable or without alternative) that were truly at fault.
Very interesting analysis. I guess for me, it isn't that I NEED overheat, though again in my time as a Mechwarrior it's not without its allure, it's that Thermal Clips were claimed in lore, and certainly evidenced by the absence of any obvious overheating weapons in game, to completely outmode EVERYTHING when clearly things like Sniper Rifles are at least debatably made the worse for them. There are most definitely specializations of role that an effectively unlimited ammo weapon can fill. Especially on a battlefield of not quite but nearly endless combat endurance barring death (through regen kinetic barriers and medi-gel) Suppression fire is not one of them obviously, and yet with unlimited fire you do have the tradeoff of needing two soldiers to fill the job of one, as they trade cooling but they can effectively do it until they drop whereas the alternative needs resupply (likely requiring at least another person if not necessarily another soldier) very similar to two laserboat Mechs vs a Autocannon Mech or heaven forbid Gausszilla. Quick bursts most likely found on the modern battlefield (but perhaps not on the future one) effectively work out the same unless there is a clear reason to suspect a dramatic difference in ROF, accuracy, penetration, etc and again the overheat disadvantage is at least mitigated. And single shot seems to favor the overheating weapons.
So in terms of application. I guess a SAW type that ran on TC's to keep enemy heads down while everyone else had some mix (so that in times of siege or other type of isolation the unit could still maintain fire indefinitely as their numbers dwindled), with perhaps an edge to TC requiring weapons backed by snipers armed with effectively unlimited ammo. I've said it elsewhere but a secondary weapon (pistol/holdout, what have you) that went with the overheat mode makes some sense at least for those odd survival situations and at least in universe frees up space/weight for more TC's for other weapons.
So cost and upkeep notwithstanding (as we have no idea), I would think militaries would at least be open to maintaining a stock of weapons that had no overhead other than storage/maintanence (of which all firearms would be expected to share to some degree). And if not the primary issued armament, at least for specialty cases where laying down hundreds of rounds isn't expected. I guess for me, if it was SUCH a dramatic improvement, it wouldn't have taken the Geth to come up with it. I mean it's not like the Council Races haven't had CENTURIES long wars requiring effective genocide as their solution (ie otherwise losing these wars) multiple times or anything.
Modifié par rubyreader, 05 février 2011 - 05:00 .