Instead, the NARC beacon should be a Counter-ECM weapon. Something that teams can use that counteracts ECM and restore target sharing.
When a Mech is hit by a Narc Beacon:
- The Narc beacon lasts for two minutes and is not removed if the mech takes damage.
- If an Enemy mech has Line of Sight on the Narced mech; The Narced mech is visible on enemy radar despite any ECM coverage. The Narced mech is visible on enemy radar through multiple overlapping ECM fields.
- When the Narced Mech breaks line of sight with all enemy units, its target signature remains for an additional 5 seconds, similar to the Advanced Target Decay module. This effect stacks with Advanced Target Decay.
- The Narc Launcher has 9 shots per ton; This may need to be increased when the game goes to 12 v 12.
- The Narc Beacon is automatically destroyed if the Narced Mech is hit by PPC fire.
- NARC does not confer any bonuses to missiles, lock-on times, or missile pattern. It ONLY provides targeting data.
Finally, a Team can terminate a Narc beacon by striking a friendly mech with PPC fire, any team using NARC must use teamwork to refrain from using PPCs on the NARC mech.
This design creates a Rock/Paper/Scissors mechanic between ECM, NARC, and PPCs. Teams will be forced to make conscious decisions about which weapons they want to use, and when.
Edit: Added a poll in order to conform with Forum Rules.
Edited by Eldragon, 19 April 2013 - 10:38 AM.