History Main / OverHeating

22nd Nov '16 10:35:05 PM MadCat221
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** Even in the meta-game of 'mech design, heat control is a critical factor. Ten heat sinks come free of mass costs with a fusion engine (its integrated thermal control system), and any beyond that take up mass in the chassis. Sometimes those extra sinks can be bundled inside the reactor's volume so they don't take up critical space, though only if the engine is big enough to begin with (and if it's too small, sometimes even those ten mass-free integral sinks can't all fit inside the engine's volume). Double Heat Sinks, systems that cool twice as much for the same mass, are ''supposed'' to be counterbalanced by being much bulkier, but the engine integration factor significantly mitigates that (even the free-of-mass/space sinks are double). They are a point of contention with many old players, as it's posited that it disrupts gameplay balance and makes heat much less of an issue. Proponents argue that double heat sinks de-nerf the entire energy weapons lineup, giving them potential they didn't have before. Most on both sides agree that the meta-game would be screwed up even more if their rules were altered or they were removed outright.

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** Even in the meta-game of 'mech design, heat control is a critical factor. Ten heat sinks come free of mass costs with a fusion engine (its integrated thermal control system), and any beyond that take up mass in the chassis. Sometimes those extra sinks can be bundled inside the reactor's volume so they don't take up critical space, though only if the engine is big rated high enough to begin with (and if it's rated too small, low-power, sometimes even those ten mass-free integral sinks can't all fit inside the engine's volume). Double Heat Sinks, systems that cool twice as much for the same mass, are ''supposed'' to be counterbalanced by being much bulkier, but the engine integration factor significantly mitigates that (even the free-of-mass/space sinks are double). They are a point of contention with many old players, as it's posited that it disrupts gameplay balance and makes heat much less of an issue. Proponents argue that double heat sinks de-nerf the entire energy weapons lineup, giving them potential they didn't have before. Most on both sides agree that the meta-game would be screwed up even more if their rules were altered or they were removed outright.
22nd Nov '16 10:29:13 PM MadCat221
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* In ''TableTopGame/BattleTech'', heat is an important balancing factor. [=BattleMechs=] are environmentally sealed, powered by fusion engines and artificial muscles that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.

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* In ''TableTopGame/BattleTech'', heat is an important balancing factor. [=BattleMechs=] are environmentally sealed, powered by fusion engines and artificial muscles muscle-like actuators that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.
19th Nov '16 12:54:33 PM Thunderchin
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* Every gun in ''VideoGame/StarWarsBattlefront2015'' overheats after overuse, though depending on the gun when this happens can vary from after a single powerful shot to after two dozen shots in succession. Additionally, the Disruptor Star Card releases a burst of heat which causes any nearby guns to jam for a time. This also doubles as an ability for Lando and R2-D2.



* Every gun in ''VideoGame/StarWarsBattlefront2015'' overheats after overuse, though depending on the gun when this happens can vary from after a single powerful shot to after two dozen shots in succession.
** Additionally, the Disruptor Star Card releases a burst of heat which causes any nearby guns to jam for a time. This also doubles as an ability for Lando and R2-D2.
30th Oct '16 10:22:52 AM nombretomado
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* {{GURPS}} High Tech [[TheDevTeamThinksOfEverything naturally]] has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions. GURPS Ultra Tech has optional overheating rules for energy weapons.

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* {{GURPS}} TabletopGame/{{GURPS}} High Tech [[TheDevTeamThinksOfEverything naturally]] has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions. GURPS Ultra Tech has optional overheating rules for energy weapons.
20th Oct '16 5:35:09 AM FuzzyBoots
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* One ''Literature/DearAmerica'' book set during the VietnamWar had a US Marine stationed near Khe Sanh as the viewpoint character. Twice in the book, the next Marine company over came under heavy attack and returned fire with mortars. Then the mortars began to overheat, and the main character's company resorted to peeing on them to cool them down.

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* One ''Literature/DearAmerica'' book set during the VietnamWar UsefulNotes/VietnamWar had a US Marine stationed near Khe Sanh as the viewpoint character. Twice in the book, the next Marine company over came under heavy attack and returned fire with mortars. Then the mortars began to overheat, and the main character's company resorted to peeing on them to cool them down.




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* In ''Literature/TheDireSaga'', the generator in Dire's power armor heats up as she uses it. Using the [[DeflectorShield personal force field]] especially pushes it, and at several times Dire is forced to choose between being shot and being cooked to death in her armor.
18th Oct '16 11:56:30 AM Saber15
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* In ''Videogame/FromTheDepths'', engines produce more heat the higher they rev. Rev and engine for too long and it will start overheating, causing a dramatic drop in power until it shuts down outright. Engines should therefore [[DesignItYourselfEquipment be designed]] to operate at low RPM or feature additional cooling components such as exhaust vents or radiators. Advanced Cannons can be overclocked to fire while still cooling off from previous shots, but with a drop in accuracy until the barrel cools.
29th Sep '16 6:47:00 PM DustSnitch
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Added DiffLines:

* Every gun in ''VideoGame/StarWarsBattlefront2015'' overheats after overuse, though depending on the gun when this happens can vary from after a single powerful shot to after two dozen shots in succession.
** Additionally, the Disruptor Star Card releases a burst of heat which causes any nearby guns to jam for a time. This also doubles as an ability for Lando and R2-D2.
7th Sep '16 5:37:40 PM Thunderchin
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* The various parts of your spaceship in ''VideoGame/KerbalSpaceProgram'' are susceptible to overheating if pushed too hard. Not only is FrictionBurn fully in effect, making atmospheric reentry an affair not to be taken lightly, but engines can and ''will'' overheat themselves - especially the massive clusters needed to push heavy payloads through the thicker atmosphere, which convects exhaust heat right back to the engines. The game models convection, conduction, and radiation effectively, meaning parts in space cool down more slowly than ones in an atmosphere that can convect and conduct heat away. Vessels that get too close to the Sun need radiators in order to counter being blasted by the solar radiation. Parts will even transfer heat to neighboring parts, risking ''them'' overheating as well as the problematic part itself. And if a part does overheat completely, it explodes, and possibly takes the rest of your craft with it. All of this models real-life spacecraft design considerations, as in the RealLife section below.


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* [[FrictionBurn Atmospheric reentry]] is not the only way a spacecraft can overheat - without an atmosphere around it to conduct and convect heat away and to protect it from the bulk of the Sun's radiation, spacecraft cooling systems must rely on radiating massive amounts of electronics-killing heat away.
12th Aug '16 7:09:27 PM UmbrellasWereAwesome
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* Happens with Covenant weapons in ''VideoGame/{{Halo}}'' that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same thing in the fan game ''VideoGame/HaloZero''.
** Mounted machine guns function this way in ''[[VideoGame/HaloReach Reach]]''. When mounted, they overheat, but when torn free, they can be fired nonstop until their ammo runs out.

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* ''Franchise/{{Halo}}'':
**
Happens with Covenant weapons in ''VideoGame/{{Halo}}'' that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same
ammo. (Same thing in the fan game ''VideoGame/HaloZero''.
''VideoGame/HaloZero''.)
** Mounted machine guns function this way in ''[[VideoGame/HaloReach Reach]]''.from ''VideoGame/HaloReach'' onward. When mounted, they overheat, but when torn free, they can be fired nonstop until their ammo runs out.
27th Jun '16 6:40:44 AM Diask
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Some games give you unlimited ammo, but the designer doesn't want you to fire continuously, so your gun will overheat if you fire continuously for too long, and you have to wait for it to cool down before you can use it again. Alternately, you may have to reload, but have unlimited magazines, which is functionally identical. This doesn't just apply to guns. For example, in Excitebike, the motorcycle will overheat if you go fast for too long.

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Some games give you [[BottomlessMagazines unlimited ammo, ammo]], but the designer doesn't want you to fire continuously, so your gun will overheat if you fire continuously for too long, and you have to wait for it to cool down before you can use it again. Alternately, you may have to reload, but have unlimited magazines, which is functionally identical. This doesn't just apply to guns. For example, in Excitebike, the motorcycle will overheat if you go fast for too long.



* ''{{Traveller}}'' Classic. In Book 4 ''Mercenary'', several rapid firing weapons (such as machine guns) would overheat and jam if you fired them too often, requiring repair.

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* ''{{Traveller}}'' ''TabletopGame/{{Traveller}}'' Classic. In Book 4 ''Mercenary'', several rapid firing weapons (such as machine guns) would overheat and jam if you fired them too often, requiring repair.



* Some weapons in ''TabletopGame/{{Warhammer 40000}}'' have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which harness energy equivalent to that of a star with technology [[VestigialEmpire the engineers have lost the blueprints to]].

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* Some weapons in ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which harness energy equivalent to that of a star with technology [[VestigialEmpire the engineers have lost the blueprints to]].



** The V-Wing's cannons in ''RogueSquadron'' overheat rather quickly in rapid-fire mode.
* Happens in ''Franchise/MassEffect'': All guns use 'mass-accelerator' technology to shear off a piece from a block of metal inside the gun and accelerate it when fired. As the technology only needs a small piece to have a lethal amount of force, this allows guns' blocks of metal to be sufficient to fire thousands of shots and culminates in ammunition being a non-issue in-game - guns still generate heat though, and thusly creating the {{Overheating}} system inside the game. Certain upgrades and ammunition will increase the rate at which the guns overheat, others will lower it.

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** The V-Wing's cannons in ''RogueSquadron'' ''VideoGame/RogueSquadron'' overheat rather quickly in rapid-fire mode.
* Happens in ''Franchise/MassEffect'': All In ''VideoGame/MassEffect1'', all guns use 'mass-accelerator' technology to shear off a piece from a block of metal inside the gun and accelerate it when fired. As the technology only needs a small piece to have a lethal amount of force, this allows guns' blocks of metal to be sufficient to fire thousands of shots and culminates in ammunition being a non-issue in-game - guns still generate heat though, and thusly creating the {{Overheating}} overheating system inside the game. Certain upgrades and ammunition will increase the rate at which the guns overheat, others will lower it.



** This is [[JustifiedTrope justified]] by explaining that the heat sink system allows the shooter to fire more bullets in a shorter time without waiting for the gun to cool down. Also the heat sinks are filled with a lithium compound that chemically changes when absorbing heat, so waiting for the sinks to cool is pointless.

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** This is [[JustifiedTrope justified]] justified by explaining that the heat sink system allows the shooter to fire more bullets in a shorter time without waiting for the gun to cool down. Also the heat sinks are filled with a lithium compound that chemically changes when absorbing heat, so waiting for the sinks to cool is pointless.



* In ''[[VideoGame/FirstEncounterAssaultRecon FEAR]] 2'' the player is at one point given control of an automatic mounted grenade launcher, which will overheat if fired for too long. Oddly, though, if the player taps the fire button instead of holding it, the heat gauge will never increase.

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* In ''[[VideoGame/FirstEncounterAssaultRecon FEAR]] ''VideoGame/FirstEncounterAssaultRecon 2'' the player is at one point given control of an automatic mounted grenade launcher, which will overheat if fired for too long. Oddly, though, if the player taps the fire button instead of holding it, the heat gauge will never increase.



* Happens in ''VideoGame/{{Persona 3}}'' to Aigis herself after being in Orgia Mode for a full three turns.

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* Happens in ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' to Aigis herself after being in Orgia Mode for a full three turns.



* In ''TheMatrixPathOfNeo'' during the helicopter level after firing a few too many rounds without stopping the mini-gun overheats.

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* In ''TheMatrixPathOfNeo'' ''VideoGame/TheMatrixPathOfNeo'' during the helicopter level after firing a few too many rounds without stopping the mini-gun overheats.



* The Minigun and Gatling Laser in ''VideoGame/{{Fallout 4}}'' overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this.

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* The Minigun and Gatling Laser in ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this.
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