After watching the gameplay demo videos for the umpteenth time, I felt like it was worth bringing up the topic of active scouting.
Unless things have changed since then scouting seems to be an entirely passive affiar, done simply by having your radar on and existing. I feel this is a problem, light mechs may be fast, but aside from harrasing fire support they won't really be doing as much as a heavier mech to take part in the fight itself, so not only are they less attractive to most players due to their small size/squishy armor/small guns but they're also not going to be earning a lot of points by damage or kills.
Don't get me wrong, I'm not saying light mechs are useless, I'm one of those less-than-sane-individuals that prefer them, but I feel that to really have a niche in the games teamplay mechanics and to be an enjoyable experience they need to have more to do than running around the front lines trying not to get shot whilst their radar does all the work of spotting enemies.
What I suggest is that an active scouting mechanic is added. Radar still plays an important role, it'll paint everything in range on your teams mini-map, but in addition a light mech can now 'tag' enemy players. Any player in the game can 'tag' an enemy by keeping their cursor over them whilst holding a 'tag' key, however mechs with appropriate gear will do so much faster and the speed of a tag depends on the equipment the mech doing the tagging has, as well as the mech being tagged having an ecm/passive radar/being powered down. Naturally the tag would last for a few seconds before the enemy would need to be tagged again.
Things tagging could be used for:
- A tagged mech will be highlighted for the entire team, regardless of line of sight.
- Type, armor and loudout stats shown on the tagged mech, helps your ally in a slug match by giving him a quick visual reference of where the enemy is and what parts of them are the most vulnerable/threatening/damaged.
- Can be used on powered down mechs to make them visible on teams radar.
- Allies can lock on to the tag without line of sight, making an indirect fire/scout team far more versatile.
- Scout recieves a substantial assist bonus for any damage to a mech currently tagged (This is essentially the replacement for all the points you'd be earning if you'd taken a medium/heavy/assult and been earning from dealing damage/getting kills yourself).
As an added advantage it also makes scout mechs a far more substantial threat to the enemy team, so even light mechs without good scouting ability would be valuable in using their speed to chase down and harrass enemy scouts to prevent them tagging their teammates.
Edited by Mahws, 31 May 2012 - 07:41 PM.