Durant Carlyle, on 07 April 2013 - 04:07 PM, said:
While true that those variants are not in BT, they are ONLY variants of existing 'Mechs and not new weapons systems.
Previous MechWarrior games were very successful with just the materials available in BattleTech. While this game has new concepts like Founders and Heroes and such, it should not introduce new technologies that weren't present in BattleTech. We already have 20+ years of background to go on. There are plenty of cool new things in the timeline ahead to keep veterans and newbies interested without resorting to out-of-universe stuff.
Linky.
Basically, they are like mortars now, only mounted on a 'Mech. High arcing trajectory, higher even than LRMs. Hard to aim and low ammo per ton, they were largely replaced by LRM launchers, which could fire more missiles per volley, carried more ammo per ton, and were easier to aim.
Thanks for the link and the description.
Also, I see what you mean regarding the Hero mechs and exciting forthcoming content. I just thought it would be a (forgive the following lack of more emotive word choice) cool way to spice up night fights, which I for one am hoping to see much more of.
Skyfaller, on 07 April 2013 - 06:52 PM, said:
Heck just make the flares be fired from the AMS system as a new type of ammo and let people fire the AMS manually...it autoaims and autochooses missile targets but you choose when it fires (really this is so needed anyway).
With the flare ammo AMS being tied to the torso aimpoint (its mounted in the torso to begin with) the player should be allowed to shoot...say.. a machine gun burst of flares with range out to 500m. The flare-bullets light up the area they fall in for about 10 seconds.
Think of the flare AMS like a glow-stick machine gun

Would damage potential then need to be considered, since you would technically be able to fire it at an enemy?
I like the glow-stick machine gun part, though.
fowl WarDog, on 07 April 2013 - 07:07 PM, said:
I don't believe that is a good idea at all...
otherwise it is an interesting idea, though I'm curious what the success rate would be (for misleading missiles, which I'm not even sure have a guidance system that would fall for flares) as the current AMS would pale in comparison when dealing with large lrm volleys.
Well it would be an equal or lower chance to misguide the missiles as AMS has to shoot them. However, with the point being made that missiles in BT are not guided by heat, I like Killinger's idea that it show up as a false bogey on the radar. But now we're getting into some very controversial territory.
Firewuff, on 07 April 2013 - 10:54 PM, said:
really thing that this should be a no ammo item, or way more than 12 /ton. if they were parashoot flares that lit up an area for night games,,, that would be awesome and make night vision/ flares a nice tatical pair. Day time smoke flares.. also have their uses.
That'll mean that the night games would be constantly lit-up, since everyone would be firing them as often as they can without any regard for conserving ammo. It would then not need to be a well-managed resource, which was something I thought was important. The day-time smoke flares gives a bit of a reason to use them during the day, making them not totally useless at that time.