No disrespect, but I'm not a big fan of perfectly functioning undamaged equipment that can have multiple states depending on its previous state.
Ugh. I prefer my functioning equipment behavior to be binary, thank you very much. I prefer not to have to remember what happened the previous round. :D
Yes, I am aware that MASC falls into this category, but I'm not a fan of that either. ;D
Trust me, I hated (and still do) the Solaris rules --- but when the group I played with got enamoured with them for a while, I kept playing, as it was still btech with friends......
However, it did teach me a lot about the design ideas behind mechs.... and again, if there was a way to simulate the advantages that some weapons should have, but that cannot be adequately expressed in the current rules, you'd see a lot of changes from the flashbulb zombie type playstyles.
What I am trying to state, and probably not doing it well, is that there is a valid in universe reason that some mechs are designed with AC's.... and it's not just because some game designer decided to put in some arbitrary flaw for game balance.... this isn't old school dungeon & dragons where a wizard's arm fails to function if it's holding a sword, rather than a stick.
The mechs that carry AC's, in universe, have a higher rate of fire than those with beam weapons. While the capacitors on your PPC or Large Laser are charging back up for their shot, and your missiles are being loaded into their launch tubes, all the AC is doing is either feeding off a belt of ammo, or having a new cartridge drop into place. Cartridge ejects, next one drops into place, and the cannon is good to go.....
That means that the AC carrying mechs are supposedly getting more shots, and more chances to hit you and cause damage..... it's just too bad that with the move, then fire, type rule system, that there isn't really a way to simulate that while avoiding huge amounts of either die rolls, or other options that would bog the game down.
It's been years, so if I am wrong, please someone correct it, but I believe that the recycle rate of the AC/5 was 3, while the the recycle rate of the PPC was 10.
Turns are divided into segments of one second each...... so both weapons fire on segment one of a round.
Segment 1 - AC Fires, PPC fires
Segment 2 Both recharge
Segment 3 both recharge
Segment 4 both recharge
segment 5 AC Fires, PPC recharge
Segment 6 Both recharge
Segment 7 both recharge
segment 8 both recharge
segment 9 AC Fires, PPC recharge
segment 10 both recharge
-- New round
segment 1 both recharge
segment 2 AC recharge PPC Fires
Segment 3 AC Fires, PPC recharge
and so on --- the recharge rate was the number of segments between firing
I might be wrong on the recycle number, as I no longer have a copy of the rules, although someone with them can correct this... but that's how it tended to work out.
Like I said, after playing this way, though... you learn the advantages of the AC, and why it would be a weapon of choice in the game..... it would just add too many rules to try and simulate this in the normal tabletop game.
Nahuris