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Information Warfare: An Mwo How-To


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#1 Aim64C

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Posted 04 April 2013 - 07:02 PM

There seems to be no end to the bad and incomplete ideas.

Information warfare is a concept. It hinges on the fact that each person has limited view and knowledge of the battlefield, the enemy, and even their allies.

Field Radios are absolutely critical to military function. When your position is about to be over-run, you zero and destroy your encrypted radio. It's more important than you are. That's how critical information warfare is.

In larger platforms (vehicles), the radio is standard and we've added far more to it - connection to a "combat network." Things you see can be seen by your allies. Allies are distinctly marked to limit fratricide - knowledge about friends and foe alike are shared across the whole network so that everyone has a much better picture.

Information warfare is the act to obtain, conceal, distort, and destroy that picture.

Enter MechWarrior Online. Gone are the days of auto-detection at one kilometer and 360 degree total awareness. Forces need to work together in order to compile a complete picture and take on the obstacles to doing so.

In order to do this, there should be tools to accomplish and enhance each of the four stated objectives of Information Warfare. Most of these already exist in Battletech lore, but need to be placed properly into a psuedo-simulator context. This is a re-envisioning of those components within a world of information warfare:

We'll start with public enemy number one: ECM.

ECM can be summed up as radar and IR jamming equipment along with emission distortion/control. This is comparable to EW aircraft like the E/A-6B Prowler and E/A-18G Growler.

These aircraft hit radar antennas with false signals that make real and fake returns difficult to distinguish. While more advanced radars will be difficult to completely shut-down using these tactics, they can be substantially limited in their overall performance and increase the cognitive burden on operating crews.

Jamming doesn't really make aircraft undetectable... it just makes determining what is 'under' a jammer difficult. It could just be the jamming aircraft... it could be a whole bomber formation.

Thus, we can extrapolate three main functions for ECM: First is to create a 'cloud' of useless information that obstructs the obtaining of valid information. Second is to increase missile lock on times. Third is to disable communications.

"Aim... that sounds like you're giving ECM one serious buff, actually..."

The devil is in the details.

ECM should be split into -three- operating modes.

First is "Jam." This prevents information gathering on allies within 180 meters. 4 false sensor contacts are fed into the combat network of the enemy which show up as indeterminate contacts (like allied mechs within 180 meters of the ECM mech). These contacts remain within 300 meters of the target but maneuver at terrain level.

These tracks can be locked and fired upon, yet all missile locks on tracks within 180 meters of ECM will take an additional 2.5x the time to obtain.

This mode does not 'shut down' access to the combat network for any mech.

Second is "Spike." Any targeted unit within LOS, after a 2 second delay (from activation of the mode or acquisition of target), loses access to its combat network and disappears from the display of allies (barring line of sight).

This mode only works within standard fields of view (with a 2 second decay to rejoin the network once LOS is lost) and only upon the current target.

Third is "counter" - negates the ECM of the targetted mech within 300 meters (and only the targetted mech while in field of view). A countering mech cannot be countered by another ECM unit.

Modules affecting ECM:

"Advanced Jamming" - State-of-the-art Digital Signal Processors allow for an additional two contacts to be generated by the Jamming mode.

"Super Spike" - Analog components are replaced with solid state emitters, enhancing range of "Spike" mode to 450 meters and reduces time-to-affect to 1.5 seconds.

"Gimbaled Installation" - ECM equipment mounted on stabilized gimbals, allowing for tracking through 360 degrees. Note that a target must exist (through decay, allied sensor nets, or accompanying module, for the system to track).

What this does for ECM:

"Stealth" is lost with ECM. The point of ECM becomes to create diversions that can create false impressions of enemy force and to obscure, but not 'cloak' real units. Players must choose when to 'clutter', counter, and 'blind/spike' enemy mechs.

The purpose of jamming is not necessarily to make the enemy think that the contacts it sees are 'real' - but to make it more difficult to determine where the enemy really is and in what strength. Counters become useful for clearing away the clutter in support of a frontal assault or for dealing with a diversionary force (more likely to be seen in 12v12, assuming that ever happens) on the fringe. Spike is instrumental in executing ambushes and preventing scouts from feeding information to the combat network.

BAP

The Beagle Active Probe is a system dedicated to advanced techniques of actively scanning for contacts. It would be comparable to a somewhat more limited version of AWACs systems dedicated to scanning and identifying targets.

BAP, unlike ECM, is transparent to the operator. It functions in one mode: "On." Assuming it hasn't been destroyed.

Due to the dedicated systems in BAP, sensor range is automatically extended to 1.2 kilometers (before module bonuses). All sensor contacts within field of view are relayed to the combat network (targetted or not). Target information is compiled more quickly (1.0 seconds) for the targetted mech unless acted upon by ECM.

Mechs with BAP are notified of when an enemy has begun actively 'pinging' the mech (the mech has been targeted). BAP also cross-references all contacts with its own search field; any false tracks generated by jamming are filtered out of the combat network if the alleged contact is within BAP's field of view and no contact exists.

Missile lock-on times are reduced for the host mech by 20% and shut-down mechs can be targetted within 350 meters.

Modules affecting BAP

"Solid State Array" - Individual solid-state microwave emitters are integrated to form a more powerful and agile phased array. Enhanced beam accuracy and agility allows for extending the radar's sweep to a 120 degree field of view.

"Distributed Process Handling" - A more advanced set of algorithms run on upgraded parallel RISC architectures with expanded global memory. Detailed information can be resolved from single returns, allowing for specific information gathering on all contacts in view of BAP enabled mechs unless under ECM.

What this does:

Currently lacking from the MWO universe is a component that actually serves to increase the information available to a team, while ECM serves to radically reduce it.

BAP serves two main purposes - to provide accurate data to allies and to deconflict erroneous data. The true value of the component may not be immediately obvious from its description, but the lack of limitations on what mechs can mount BAP and the value it adds to any mech (particularly with modules) only increases with each additional mech in the team that has it equipped.

The Narc Beacon

This poor thing...

The Narc should function in a very specific function - designating targets of priority and/or that are difficult to track through conventional methods.

A Mech with an attached Narc beacon is visible to all members connected to the combat network. During its duration of effect (35 seconds) SRMs are granted limited homing ability and LRMs become "fire and forget" - meaning that once locked and fired on the target, they are guided by the Narc beacon, rather than the mech firing them (which means lock can be lost). Narc is not jammed by ECM.

A new, 'alternate fire' mode is also added to the Narc, where the becon emmits a signature similar to the firing mech that attaches to the ground (or even another mech) and broadcasts itself to the enemy. (Would be more interesting on maps with dynamic/moving objects)

What this does:

To be honest, not a whole lot considering the investment you have in this piece of equipment.

It does, however, fill the role of spotting for LRM platforms far better.

Target Acquisition Gear - TAG

TAG is a means of illuminating a target and of providing accurage range data to the equipped mech.

TAG allows a mech to be targeted out to 650 meters (regardless of ECM, power status, or other enhancements) and the information uploaded to the combat network. Missile lock-on for the host mech is reduced. No additional effect is granted to other allied mechs.

What this does

TAG receives a bit of nerf compared to current abilities. This is because of what TAG largely does - it provides telemetry information to the host mech which allows it to get more accurate and reliable information. Since this generates a contact for the host mech, it allows this information to be shared to the combat network (provided it has access).

Null-Signature

Null-Sig has yet to come along in our timeline.

However, it should be discussed in the overall concept of information warfare and how it will complete a portion of it.

Null-Signature effectively reduces detection range by 75% on the host mech due to its use of emission control and cancelation of returns provided to active detection systems.

What this does:

Pretty self explanitory. "Stealth" is removed from ECM and (eventually) given to Null Sig (though with no real team transferral). The rather steep reduction in detection ability, however, allows much more practical lone and small team operations.

Mechs with Null Sig would be the prime targets of Narc beacons (more practical against a maneuvering target) and TAG (more for personal use).

C3

Another component yet to arrive - but one that will have a very questionable place in the current setup. It shall be discussed just as Null Sig was.

C3; Command, Control, Communication is the crux of information warfare. The inherent problem with C3 is that we, largely, already have it in our combat network concept. This makes placing it difficult, and the idea presented is only partially complete.

C3 stores target-specific information and telemetry. A C3 "command" unit, if present, serves as the local hub for the combat network.

All target-specific information is retained by the C3 command unit(s). If the contact is lost and the mech re-appears on the network at a later time, the last known condition of the mech is displayed to all members currently on the network.

Last-known locations of hostiles are also stored by each C3 Command unit and displayed, with time-stamp, to all units on the combat network. If two or more command units exist, and one command unit is 'spiked' from the network, the latest time-stamp for each catalogued target will be displayed when the unit rejoins the network (this means any contacts that unit saw while isolated will be reconciled with the other C3 command units).

Last-known positions of allies will also be displayed, with a team-wide alert when a unit drops off of the network (provided only when the C3 command unit is connected to the network).

Only positively identified targets will be categorized and stored (thus enemies under jamming and spoofed signatures will not be stored).

C-3 "slave" units are assumed to be integral to all battlemechs and thus redundant (everyone has a 'free C-3 slave which functions identically to how every battlemech operates currently).

What this does

The C-3 command unit serves to not just display data, but to also store information and distribute that information to create a more effective picture of the battlefield.

On the whole:

Multiple angles of information warfare would exist under this (or related) setup. Jamming, rather than providing 'stealth' and invulnerability to missile lock-on provides an obstacle to fire support methods and requires coordination to overcome.

ECM takes on a more active role, as mechs may be required to move in and jam for their team to make a move through a vulnerable section of territory, to counter enemy jamming, or to target specific mechs to keep them from sharing information (BAP enabled scouts and C3 command mechs, specifically).

The point, here, is not necessarily to argue that this is a completely balanced implementation; but to present an overall idea of how to incorporate a functional information warfare system more comprehensive than the direction the game is going, currently.

Other Modules to Consider:

Home On Jam: LRMs on this mech are allowed to fire in HOJ mode. Once a mech with active ECM jamming is targetted and locked, missiles act as if guided by Narc beacon to the target unless/until mech switches out of jamming mode.

TAG Enhancement: LRMs on this mech are equipped to home in on the laser illumination provided by TAG, gaining an accuracy modifier.

Jamming Drone (Consumable): A small drone launches from the host mech and flies a 300x150 meter figure-eight pattern for 25 seconds, creating up to 4 false signatures and preventing detailed target information gathering within 180 meters of the drone. Essentially a consumable jamming decoy.

Reflective Sensor Baloon (Consumable): A weather balloon with special radar reflectors launches from the host mech, allowing 10 seconds of 360 degree sensor data with the ability to 'see' over most terrain obstacles. The Balloon merely acts as a sort of mirror for the host mech's sensor to use in manipulating LOS restrictions - effectively extends field of view and sensor elevation.

Communication Contingency (Consumable): Encryption codes are cycled to pre-drop contingency and transciever shifted to complex shifting side-band communications. Provides 10 seconds of emergency immunity to ECM Spike efforts before enemy equipment can resolve appropriate jamming patterns.

Wrapping up:

These are ideas to think about and discuss.

Some of the module ideas, alone, would be worth considering. I did play to the consumable module idea, and I think that proper module "balance" is to give MechWarriors enough good options that there isn't a "you are an [insert mech] - you should always carry these modules" atmosphere to the game. Consumables should represent valuable utility without being 'essential' (but they should actually do something, as we've seen with Air/Artillery strikes).

I did not explore relative values and permutations of many of the modules, as that's a relatively silly level of detail at this point in time (even giving specific times and ranges is a little silly).

Ideally - I wanted the LRM alternates to be consumables in and of themselves... but that seemed very wonky to try and implement. In the end - I just decided that enabling the alternate fire mode is enough with the other consumable modules. Repair and rearm was removed for a reason, and if special munitions are introduced for weapons like the LRM and autocannon - then those might be interesting as a consumable mid-late game item... but enabling an alternate fire mode or team-play enhancement seems the better way to go with this.

Thoughts? Opinions? Criticisms? .... Dare I suggest someone out there have praise?

#2 Aeolus Drift

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Posted 18 April 2013 - 05:40 AM

Some of these are very promising. I'm a little uncertain about the ECM's implementation as you have designed, but the fact that its abilities are more split up might make it easier to balance. Personally I don't think TAG's range should have been increased so drastically in the first place, since the LRM's were essentially given a slightly more consistent Artemis system, in addition to making them so largely self-reliant, it ended up having light mechs running TAG unnecessary, leaving less reason to play scouts and more reason to play skirmishers and strikers. A modest buff of 100-150 meters of range increase from the cannon range would have sufficed I think. Null Signature seems good, the extra heat that they are going to take from it is likely going to become negligible, but might help reduce the frequency of their attacks a little. Finally, and I ask this out of curiousity, does your idea for the new LRM guidance also build off upon your previous proposal for the guidance of LRMs, or is it based off of the current implementation?

#3 Milt

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Posted 18 April 2013 - 06:12 AM

I very much appreciate your time and thought in posting this out. You have made very clear, concise points. I only wish that these things would be implemented or even considered.

#4 Aim64C

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Posted 02 June 2013 - 12:45 AM

View PostInterceptor12, on 18 April 2013 - 05:40 AM, said:

Some of these are very promising. I'm a little uncertain about the ECM's implementation as you have designed, but the fact that its abilities are more split up might make it easier to balance.


I was having trouble figuring out exactly how to make it 'work' in the game. I've been trying to dredge up good shots of a radar scope that is identifying clear targets and then one that has been jammed. Of course - different jamming works in different ways - but it would have been nice to be able to give a better picture for people to understand.

The problem with translating jamming into MWO is that most jamming systems require LOS... and since we are dealing with sub-kilometer distances... simply looking out the window (the big one in front of the pilot) often is enough to resolve the issue.

I had to broaden the concept to include a more information warfare aspect to try and get the enemy to attack and respond to false signatures and returns rather than simply being a way of preventing locks (which doesn't make much real-world sense, since modern missiles can simply set to anti-radiation mode and home in on sources of EMF used to jam things - kind of like shooting at a spot-light blinding you in the dark).

It's a little wonky - but it was more meant as a suggestion for which direction ECM should take in the idea of information warfare.

Quote

Personally I don't think TAG's range should have been increased so drastically in the first place, since the LRM's were essentially given a slightly more consistent Artemis system, in addition to making them so largely self-reliant, it ended up having light mechs running TAG unnecessary, leaving less reason to play scouts and more reason to play skirmishers and strikers. A modest buff of 100-150 meters of range increase from the cannon range would have sufficed I think.


In canon terms - LRMs require a modification to make them capable of homing in on TAG signals. Otherwise - the only real benefit TAG should give is better target telemetry that shortens the time necessary to resolve a firing solution. Which is why I suggested the TAG upgrade for LRMs as a module.

That would put the NARC into its better role. As well as forcing its use for using consumable modules like the various strikes (though making such consumables worth bringing in the first place would be necessary for this to really be practical).

Quote

Null Signature seems good, the extra heat that they are going to take from it is likely going to become negligible, but might help reduce the frequency of their attacks a little. Finally, and I ask this out of curiousity, does your idea for the new LRM guidance also build off upon your previous proposal for the guidance of LRMs, or is it based off of the current implementation?


It was meant to work relatively similar in either case. Balancing tweaks would be necessary regardless of what implementation was used. Though the current (as of June 1st) flight path of LRMs is much better than the one we were using when I first made this post.

#5 Pater Mors

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Posted 02 June 2013 - 01:13 AM

Hell. Yes.

It was very quiet. The sunlight reflected off the black crystalline protrusions that covered this part of Tourmaline Desert making Pater wince for a moment before the auto-dimmers on his Commando's cockpit kicked in.
"Sector seems clear." he radioed.
Twisting to his left he could see his the rest of Bravo Lance. Aim was idling along beside in his Jenner with Interceptor and Milt close behind in a pair of larger Ravens. His Mech carried Bravo's ECM and C3 Command console, linking him with the rest of the Drop Team and allowing him to keep a close eye on the entire operational zone

"Roger that. I have your positions on the network. Move forward and clear the next sector." came the call back from Alpha.

Pater began to move forward with Aim by his side, the Raven's hanging back, ready to provide support if necessary. He checked his display again and saw... something, a flicker of a contact.
"I have something. Looks like radar ghosting. Maybe a jammer in the area?" he called through to Bravo.
"Possible." Aim's voice crackled across the coms. "Could be from this heat."
As aim finished speaking Pater's sensors lit up - he was being actively pinged. His targeting computer showed a single contact at 427 meters, a Spider, light scout probably doing the same thing they were.
"Contact. One hostile. He's broadcasting!" Aim shouted but Pater was already moving, surging forward as he switched his ECM to Spike mode the powerful signal jamming the Spiders C3 Slave computer and all communications. Interceptor and Milt leapt forward, the powerful legs of their larger Raven's pumping as they reached top speed and sent spears of green light searing at the Spider. It tried to turn and run, knowing it's only hope of warning it's Lance was to get away from the EW Suite carried by the Commando but it was far too late. Contrails streaked from both the Ravens and Aim's Jenner and speared through the boiling armor plates on the Spiders back, detonating the core.

"Bravo Lance come in. What's happening out there?" Alpha Leaders voice came over the comms.
"Contact Sir." Pater reported. "Scout. Spiked and destroyed. Computer confirms no broadcast was sent before the Spike. We're still good."

"Roger that Bravo Lance, good work team. Resume pattern."


Edited by Pater Mors, 02 June 2013 - 01:39 AM.


#6 Sephlock

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Posted 02 June 2013 - 01:23 AM

Quote

The problem with translating jamming into MWO is that most jamming systems require LOS... and since we are dealing with sub-kilometer distances... simply looking out the window (the big one in front of the pilot) often is enough to resolve the issue.

If only this was a different universe.




#7 ExtremeA79

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Posted 02 June 2013 - 09:39 AM

View PostAim64C, on 04 April 2013 - 07:02 PM, said:

There seems to be no end to the bad and incomplete ideas.

Information warfare is a concept. It hinges on the fact that each person has limited view and knowledge of the battlefield, the enemy, and even their allies.

Field Radios are absolutely critical to military function. When your position is about to be over-run, you zero and destroy your encrypted radio. It's more important than you are. That's how critical information warfare is.

In larger platforms (vehicles), the radio is standard and we've added far more to it - connection to a "combat network." Things you see can be seen by your allies. Allies are distinctly marked to limit fratricide - knowledge about friends and foe alike are shared across the whole network so that everyone has a much better picture.

Information warfare is the act to obtain, conceal, distort, and destroy that picture.

Enter MechWarrior Online. Gone are the days of auto-detection at one kilometer and 360 degree total awareness. Forces need to work together in order to compile a complete picture and take on the obstacles to doing so.

In order to do this, there should be tools to accomplish and enhance each of the four stated objectives of Information Warfare. Most of these already exist in Battletech lore, but need to be placed properly into a psuedo-simulator context. This is a re-envisioning of those components within a world of information warfare:

We'll start with public enemy number one: ECM.

ECM can be summed up as radar and IR jamming equipment along with emission distortion/control. This is comparable to EW aircraft like the E/A-6B Prowler and E/A-18G Growler.

These aircraft hit radar antennas with false signals that make real and fake returns difficult to distinguish. While more advanced radars will be difficult to completely shut-down using these tactics, they can be substantially limited in their overall performance and increase the cognitive burden on operating crews.

Jamming doesn't really make aircraft undetectable... it just makes determining what is 'under' a jammer difficult. It could just be the jamming aircraft... it could be a whole bomber formation.

Thus, we can extrapolate three main functions for ECM: First is to create a 'cloud' of useless information that obstructs the obtaining of valid information. Second is to increase missile lock on times. Third is to disable communications.

"Aim... that sounds like you're giving ECM one serious buff, actually..."

The devil is in the details.

ECM should be split into -three- operating modes.

First is "Jam." This prevents information gathering on allies within 180 meters. 4 false sensor contacts are fed into the combat network of the enemy which show up as indeterminate contacts (like allied mechs within 180 meters of the ECM mech). These contacts remain within 300 meters of the target but maneuver at terrain level.

These tracks can be locked and fired upon, yet all missile locks on tracks within 180 meters of ECM will take an additional 2.5x the time to obtain.

This mode does not 'shut down' access to the combat network for any mech.

Second is "Spike." Any targeted unit within LOS, after a 2 second delay (from activation of the mode or acquisition of target), loses access to its combat network and disappears from the display of allies (barring line of sight).

This mode only works within standard fields of view (with a 2 second decay to rejoin the network once LOS is lost) and only upon the current target.

Third is "counter" - negates the ECM of the targetted mech within 300 meters (and only the targetted mech while in field of view). A countering mech cannot be countered by another ECM unit.

Modules affecting ECM:

"Advanced Jamming" - State-of-the-art Digital Signal Processors allow for an additional two contacts to be generated by the Jamming mode.

"Super Spike" - Analog components are replaced with solid state emitters, enhancing range of "Spike" mode to 450 meters and reduces time-to-affect to 1.5 seconds.

"Gimbaled Installation" - ECM equipment mounted on stabilized gimbals, allowing for tracking through 360 degrees. Note that a target must exist (through decay, allied sensor nets, or accompanying module, for the system to track).

What this does for ECM:

"Stealth" is lost with ECM. The point of ECM becomes to create diversions that can create false impressions of enemy force and to obscure, but not 'cloak' real units. Players must choose when to 'clutter', counter, and 'blind/spike' enemy mechs.

The purpose of jamming is not necessarily to make the enemy think that the contacts it sees are 'real' - but to make it more difficult to determine where the enemy really is and in what strength. Counters become useful for clearing away the clutter in support of a frontal assault or for dealing with a diversionary force (more likely to be seen in 12v12, assuming that ever happens) on the fringe. Spike is instrumental in executing ambushes and preventing scouts from feeding information to the combat network.

BAP

The Beagle Active Probe is a system dedicated to advanced techniques of actively scanning for contacts. It would be comparable to a somewhat more limited version of AWACs systems dedicated to scanning and identifying targets.

BAP, unlike ECM, is transparent to the operator. It functions in one mode: "On." Assuming it hasn't been destroyed.

Due to the dedicated systems in BAP, sensor range is automatically extended to 1.2 kilometers (before module bonuses). All sensor contacts within field of view are relayed to the combat network (targetted or not). Target information is compiled more quickly (1.0 seconds) for the targetted mech unless acted upon by ECM.

Mechs with BAP are notified of when an enemy has begun actively 'pinging' the mech (the mech has been targeted). BAP also cross-references all contacts with its own search field; any false tracks generated by jamming are filtered out of the combat network if the alleged contact is within BAP's field of view and no contact exists.

Missile lock-on times are reduced for the host mech by 20% and shut-down mechs can be targetted within 350 meters.

Modules affecting BAP

"Solid State Array" - Individual solid-state microwave emitters are integrated to form a more powerful and agile phased array. Enhanced beam accuracy and agility allows for extending the radar's sweep to a 120 degree field of view.

"Distributed Process Handling" - A more advanced set of algorithms run on upgraded parallel RISC architectures with expanded global memory. Detailed information can be resolved from single returns, allowing for specific information gathering on all contacts in view of BAP enabled mechs unless under ECM.

What this does:

Currently lacking from the MWO universe is a component that actually serves to increase the information available to a team, while ECM serves to radically reduce it.

BAP serves two main purposes - to provide accurate data to allies and to deconflict erroneous data. The true value of the component may not be immediately obvious from its description, but the lack of limitations on what mechs can mount BAP and the value it adds to any mech (particularly with modules) only increases with each additional mech in the team that has it equipped.

The Narc Beacon

This poor thing...

The Narc should function in a very specific function - designating targets of priority and/or that are difficult to track through conventional methods.

A Mech with an attached Narc beacon is visible to all members connected to the combat network. During its duration of effect (35 seconds) SRMs are granted limited homing ability and LRMs become "fire and forget" - meaning that once locked and fired on the target, they are guided by the Narc beacon, rather than the mech firing them (which means lock can be lost). Narc is not jammed by ECM.

A new, 'alternate fire' mode is also added to the Narc, where the becon emmits a signature similar to the firing mech that attaches to the ground (or even another mech) and broadcasts itself to the enemy. (Would be more interesting on maps with dynamic/moving objects)

What this does:

To be honest, not a whole lot considering the investment you have in this piece of equipment.

It does, however, fill the role of spotting for LRM platforms far better.

Target Acquisition Gear - TAG

TAG is a means of illuminating a target and of providing accurage range data to the equipped mech.

TAG allows a mech to be targeted out to 650 meters (regardless of ECM, power status, or other enhancements) and the information uploaded to the combat network. Missile lock-on for the host mech is reduced. No additional effect is granted to other allied mechs.

What this does

TAG receives a bit of nerf compared to current abilities. This is because of what TAG largely does - it provides telemetry information to the host mech which allows it to get more accurate and reliable information. Since this generates a contact for the host mech, it allows this information to be shared to the combat network (provided it has access).

Null-Signature

Null-Sig has yet to come along in our timeline.

However, it should be discussed in the overall concept of information warfare and how it will complete a portion of it.

Null-Signature effectively reduces detection range by 75% on the host mech due to its use of emission control and cancelation of returns provided to active detection systems.

What this does:

Pretty self explanitory. "Stealth" is removed from ECM and (eventually) given to Null Sig (though with no real team transferral). The rather steep reduction in detection ability, however, allows much more practical lone and small team operations.

Mechs with Null Sig would be the prime targets of Narc beacons (more practical against a maneuvering target) and TAG (more for personal use).

C3

Another component yet to arrive - but one that will have a very questionable place in the current setup. It shall be discussed just as Null Sig was.

C3; Command, Control, Communication is the crux of information warfare. The inherent problem with C3 is that we, largely, already have it in our combat network concept. This makes placing it difficult, and the idea presented is only partially complete.

C3 stores target-specific information and telemetry. A C3 "command" unit, if present, serves as the local hub for the combat network.

All target-specific information is retained by the C3 command unit(s). If the contact is lost and the mech re-appears on the network at a later time, the last known condition of the mech is displayed to all members currently on the network.

Last-known locations of hostiles are also stored by each C3 Command unit and displayed, with time-stamp, to all units on the combat network. If two or more command units exist, and one command unit is 'spiked' from the network, the latest time-stamp for each catalogued target will be displayed when the unit rejoins the network (this means any contacts that unit saw while isolated will be reconciled with the other C3 command units).

Last-known positions of allies will also be displayed, with a team-wide alert when a unit drops off of the network (provided only when the C3 command unit is connected to the network).

Only positively identified targets will be categorized and stored (thus enemies under jamming and spoofed signatures will not be stored).

C-3 "slave" units are assumed to be integral to all battlemechs and thus redundant (everyone has a 'free C-3 slave which functions identically to how every battlemech operates currently).

What this does

The C-3 command unit serves to not just display data, but to also store information and distribute that information to create a more effective picture of the battlefield.

On the whole:

Multiple angles of information warfare would exist under this (or related) setup. Jamming, rather than providing 'stealth' and invulnerability to missile lock-on provides an obstacle to fire support methods and requires coordination to overcome.

ECM takes on a more active role, as mechs may be required to move in and jam for their team to make a move through a vulnerable section of territory, to counter enemy jamming, or to target specific mechs to keep them from sharing information (BAP enabled scouts and C3 command mechs, specifically).

The point, here, is not necessarily to argue that this is a completely balanced implementation; but to present an overall idea of how to incorporate a functional information warfare system more comprehensive than the direction the game is going, currently.

Other Modules to Consider:

Home On Jam: LRMs on this mech are allowed to fire in HOJ mode. Once a mech with active ECM jamming is targetted and locked, missiles act as if guided by Narc beacon to the target unless/until mech switches out of jamming mode.

TAG Enhancement: LRMs on this mech are equipped to home in on the laser illumination provided by TAG, gaining an accuracy modifier.

Jamming Drone (Consumable): A small drone launches from the host mech and flies a 300x150 meter figure-eight pattern for 25 seconds, creating up to 4 false signatures and preventing detailed target information gathering within 180 meters of the drone. Essentially a consumable jamming decoy.

Reflective Sensor Baloon (Consumable): A weather balloon with special radar reflectors launches from the host mech, allowing 10 seconds of 360 degree sensor data with the ability to 'see' over most terrain obstacles. The Balloon merely acts as a sort of mirror for the host mech's sensor to use in manipulating LOS restrictions - effectively extends field of view and sensor elevation.

Communication Contingency (Consumable): Encryption codes are cycled to pre-drop contingency and transciever shifted to complex shifting side-band communications. Provides 10 seconds of emergency immunity to ECM Spike efforts before enemy equipment can resolve appropriate jamming patterns.

Wrapping up:

These are ideas to think about and discuss.

Some of the module ideas, alone, would be worth considering. I did play to the consumable module idea, and I think that proper module "balance" is to give MechWarriors enough good options that there isn't a "you are an [insert mech] - you should always carry these modules" atmosphere to the game. Consumables should represent valuable utility without being 'essential' (but they should actually do something, as we've seen with Air/Artillery strikes).

I did not explore relative values and permutations of many of the modules, as that's a relatively silly level of detail at this point in time (even giving specific times and ranges is a little silly).

Ideally - I wanted the LRM alternates to be consumables in and of themselves... but that seemed very wonky to try and implement. In the end - I just decided that enabling the alternate fire mode is enough with the other consumable modules. Repair and rearm was removed for a reason, and if special munitions are introduced for weapons like the LRM and autocannon - then those might be interesting as a consumable mid-late game item... but enabling an alternate fire mode or team-play enhancement seems the better way to go with this.

Thoughts? Opinions? Criticisms? .... Dare I suggest someone out there have praise?

Got me lost there.





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