Those percentages are nonsensical. The rule I propose adds no complexity to the game because its simply the inverse of the OV damage increase, but for the next turn. It is simple. I have 3 heat, therefore I subtract 3 damage from whatever amount I might do in order to become heat neutral again by the next turn.
This is also parallel to how it works in other BT games, table top or video game just like the increase does. You wanna reduce your heat? Fire less weapons, not the fire no weapons.
Because the damage values in AS are also based on rounding, and because in CBT damage is
not tied to damage directly. An IS ER Large Laser (12 heat, 8 damage) could result in an AS conversion having an OV2 value, but on another design an AC/10 (3 heat, 10 damage) might be the trigger for an OV1. Yet the
less-damaging weapon in a design is making your damage output even worse than the other design. And that's also because heat management in CBT is extremely detailed.
Let's consider 2 'Mechs with the same OV (OV4):
Black Hawk Prime (18 DHS, 12 Clan EML), &
Black Hawk H (20 DHS, 10 Heavy ML). For the
Black Hawk Prime, the OV4 is the result of having max weapon heat of 60 & only dissipating 40 in the calculation...but it also has to round down from 5.6 to 5. For the
Black Hawk H, max weapon heat is 70 and dissipation in the calculation is 44...& it rounds down from 6.286 to 6.
If you reversed that, for the
Black Hawk Prime the question is how many EMLs does it take to get to 20 weapon heat (60 - 40 = 20; 40 - 20 = 20), which gives you not quite 3 (3 EMLs gives you 21 weapon heat). You can fire that until the cows come home...but your CBT damage (21) would convert to
3 in Alpha Strike (3 x 7 / 10 = 2.1; no heat adjustment, so round up all fractions). Your use of "negative" OV move only costs you 2 damage points. With your rule, you're only firing
ONE EML (except that if you've used OV4 you're shutdown anyway).
With the
Black Hawk H, you need to get to 18 weapon heat (70 - 44 = 26; 44 - 26 = 18). That's not quite
3 Heavy MLs (21 weapon heat), but we're not going to go up on the heat scale, so that's fine. In this case, your CBT damage (30) also converts to
3 points in Alpha Strike (3 x 10 / 10 =3.0, no rounding required). Your use of "negative" OV only cost you 3 damage points (but again, if you used OV4 previously, you're shutdown anyway).
What you're forgetting, though, is that in the Alpha Strike conversion it includes the "4 heat point" pass that CBT's Battle Value system uses. In an
actual CBT fight, if your
Black Hawk Prime wants to remain heat-neutral (or as close as possible), you have to watch your heat & eventually alternate your fire; firing 7 EMLs & Walking (equivalent to moving in AS) leaves you heat-neutral & dealing out 35 CBT damage, but firing
any additional EML means you're overheating. Same with the
Black Hawk H: firing 5 Heavy MLs & Walking lets you stay super-chill (no overheating, spare 3 heat points, 50 points of damage), but you could alternate every 3rd turn by adding a 6th Heavy ML (4 points on the heat scale that turn, takes 2 turns to go back to heat-neutral, & does 60 points).
And then, of course, there's the issue with those designs that
don't have an OVx value. If you allow them to also drop their damage with a "negative" OV method, then why can't the ones with an OV value use more "negative" OV? And these were designs where it simply carries multiples of the same weapon system; the comparisons get extremely complex when it
What you end up getting with it is that your units in Alpha Strike last
longer than they do in CBT combat, because you're dropping the equivalent damage value down so low that it doesn't mesh with the CBT equivalent. And consider that, for that
Black Hawk Prime, is it
really that useful to drop its damage profile down to a
Wasp or
Stinger, especially on a design that, unless it
doesn't use its full OV in the prior turn, is going to be shut down anyway...& if it's sitting at a high-enough AS heat level, the chances of it being able to successfully hit the target are going to be in the cellar?
Alpha Strike is meant to
simplify the tabletop experience, either to allow for a shorter game session or to allow for more units on the board. Adding additional rules & making it more complex doesn't seem like a good idea.