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Sensor Modes And Balancing Ecm


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#1 Solis Obscuri

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Posted 29 January 2013 - 05:55 PM

Right now ECM allows almost complete prohibition of Information Warfare capabilities to an opposing team. It is widely accepted as being unbalanced in effects and strength compared to other in-game technology, and as having too few effective counters besides itself.
As a result, we don't have as much Information Warfare now as we did just a few months ago; in bringing in Electronic Warfare it has been all but replaced as a feature. This wouldn't be quite so bad in EW was a more varied and interesting feature, but it isn't - it primarily revolves around one magic box that can be fitted to just five different 'mech variants and which allows the user to move through open spaces without detection, gain immunity to all homing weapons, and cut off enemy units from all communication with their friendly units. It does all this passively, without any needed input from the user; by contrast, the limited counters (TAG and soon PPC EMP effects) are much more heavily restricted and difficult to use.
It's a unipolar system and that doesn't make for a very compelling gameplay dynamic.
Now, under TT double-blind rules ECM didn't ever prevent indirect fire or LoS visual detection of enemy units, though under limited-visibility conditions (and when flanking a unit out of their FoV) it could be a stealth advantage by limiting sensor abilites; I'll bury the quoted sections behind a "Spoiler" tag to avoid death by wall of text here:
Spoiler

Looking over those level 3 rules, it's apparent that ECM works fairly well aginst some of the sensor types (RADAR and active probes) but does not jam other sensor types like IR, Magscan and Seismic sensors. Now if those were included in game (though perhaps with certain limitations) in additon to our basic sensor mode (let's assume it to be RADAR), the game of cat and mouse gets more interesting. Now units would have a way to detect, target and relay information on enemy units that are "cloaked", though perhaps with some limitations. IR might work less effectively on hot maps and more effectively on cold maps. Magscan might have different range brackets for different 'mech weight classes. Seismic might allow minimap/battlegrid detection of enemy units only when in motion and only at very close quarters, but be able to do so without LoS, though not actively target them that way.
For example, we could keep our current 800m LoS detection abilities for RADAR mode, as well as the current -75% weakness against ECM fields.
IR scans could operate at 75% of the range of RADAR (600m), but gain a +25% bonus (750m) on cold maps (like Frozen City) and against units running over 50% on their heat scale; on hot maps (like Caustic Valley) it might receive a -25% penalty (450m), and it might not be able to detect anything in areas of very high heat or obscuring smoke (the caldera in Caustic and near the fires raging in River City).
Magscan could work at 75% of RADAR range (600m) against assault 'mechs, 500m against heavies, 400m against mediums, but just 300m against lights. Local magnetic anomolies or areas with large amounts of metal present (like dense urban areas) could reduce its range further still, or block it altogether.
Seismic could allow minimap detections only within 150m, but no targeting by the 'mech using that mode; it'd be useful for direct-fire brawlers in tight quarters and urban maps, or to have one unit in a group run it to provide support to fellow units.
There could also be secondary effects - for instance, Flamer hits could "blind" IR scanners for 5 seconds or so (like PPCs are planned to temporarily disable ECM), and PPCs could have a secondary effect temporarily disabling Magscan for a few seconds as well.
You peer over the rim of the caldera in Caustic Valley. The intense heat has disabled your IR scanners, but you've switched to RADAR mode. Below, in the distance, you think you see movement - a string of enemy 'mechs marching up the 3 line. But they aren't showing up as targets - is ECM jamming you? You toggle to Magscan, and the pair of Atlai leading the formation pop up as D-DCs on your display - range of 580m. A little closer and those Catapults will be available as targets, too...
Suddenly, one of the K2s turns and launches a pair of bright blue bolts into you 'mechs torso. Your map scrambles, and you lose your sensor locks. Slamming your throttle into full reverse, you backpedal behind the safety of the volcano rim as a burning strings of LRMs hurtle towards you through the wavering toxic haze...


#2 Eddrick

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Posted 29 January 2013 - 06:17 PM

Magscan has been metiond by the devs. As a way to find units hiding behind buildings. It went by a slightly differant name.

I would love to see Seismic sensors. IR would be nice, too.

View PostInnerSphereNews, on 04 January 2012 - 10:27 AM, said:

Each type of detection device may also have different primary or secondary modes of detection as follows:
  • Night Vision – Allows players to see more detail in low light situations.
  • Thermal Vision – Allows players to see heat signatures that can be detected through obstacles.
  • Magnetometer Assisted – Allows players to detect metal and metal densities which can uncover a BattleMech hiding behind a building.
Some of these modes will not be available at launch, but I want to give you an overview of where we plan to take this concept

Edited by Eddrick, 29 January 2013 - 06:21 PM.


#3 Solis Obscuri

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Posted 30 January 2013 - 07:15 PM

View PostEddrick, on 29 January 2013 - 06:17 PM, said:

Magscan has been metiond by the devs.  As a way to find units hiding behind buildings.  It went by a slightly differant name.

I would love to see Seismic sensors.  IR would be nice, too.
They did mention it quite a while ago, but at the time they were also discussing skill trees in quite a different light than what they eventually settled for in the module system. I haven't seen any further information about alternate scanning or vision modes since then, have you?





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