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Flare Launcher


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Poll: Flare Launcher (29 member(s) have cast votes)

A flare launcher should be introduced

  1. Yes (25 votes [86.21%] - View)

    Percentage of vote: 86.21%

  2. No (4 votes [13.79%] - View)

    Percentage of vote: 13.79%

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#1 Assassin

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Posted 07 April 2013 - 08:04 AM

Greetings, MechWarriors.

Straight to the point: I suggest that a flare launcher be integrated into the game. The launcher would send a flare directly vertical (this would mean that it be used as an alternative to AMS, since that is always in the torso, where something can be launched vertically).

The duration of the flare would be about 10 seconds.

Each ton of ammunition would allow for 12 shots.

The flares, besides providing some much welcomed lighting on the night maps, could have other uses too.

They could temporarily blind all those (within a certain vicinity and facing the direction of the flare) using night vision. The flares could show up on heat vision, where a trail would be visible from the source. And, since the flare launcher would be an alternative to AMS, they could have the same chance to disrupt the flight of missiles as AMS have to shoot incoming missiles down. However, this would also apply to friendly missiles "outgoing".

To further add some interest, MC could be used to purchase different colour flares, or even, if it seems viable, launch a firework-like image (I'm thinking House icons).

Please vote, and/or comment with any constructive feedback.


P.S. I hope I got the polling system right.

Edited by Egomane, 07 April 2013 - 04:45 PM.
Yes or No and nothing else please


#2 Dr Killinger

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Posted 07 April 2013 - 08:15 AM

Very cool idea. Will give some alternative use to AMS slots, and an alternative to heat vision and night vision.

#3 Adridos

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Posted 07 April 2013 - 08:18 AM

It is a nice suggestion, but what would you do to make it actually useful outside of River City Night?

#4 Dr Killinger

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Posted 07 April 2013 - 08:25 AM

View PostAdridos, on 07 April 2013 - 08:18 AM, said:

It is a nice suggestion, but what would you do to make it actually useful outside of River City Night?

I'd say to prevent vision mode spam and to try and scramble guidance on some missiles. Not nearly as many as AMS of course, but just a few. Maybe it could show up as a false positive on radar or something?

#5 Assassin

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Posted 07 April 2013 - 08:28 AM

View PostAdridos, on 07 April 2013 - 08:18 AM, said:

It is a nice suggestion, but what would you do to make it actually useful outside of River City Night?


Good question.

Well, there is the missile disruption feature.

And I'm also of the hope that we'll be seeing more night maps similar in darkness to River City Night. True, at the moment, RCN is the only map it'll be particularly useful, but I think later in the game, perhaps much later, when we're hopefully able to choose missions (specific night raids, or border patrol etc.), it will become more useful.

Edited by Assassin, 07 April 2013 - 08:29 AM.


#6 Pinselborste

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Posted 07 April 2013 - 08:31 AM

a flare launcher would be a great module, would give some use for varaints with more module Slots but no ecm once we have more night maps.

#7 Adridos

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Posted 07 April 2013 - 08:46 AM

View PostPinselborste, on 07 April 2013 - 08:31 AM, said:

a flare launcher would be a great module, would give some use for varaints with more module Slots but no ecm once we have more night maps.

I'd really prefer if no more modules were suggested.

They are pretty much tech that doens't exist and simply adds to the abillities of the mech with absolutely no drawbacks or even physical presence. :P

As far as disrupting locks go, it seems quite good, actually, but wouldn't it be too good compared to the AMS it is supposed to be a sidegrade of, not an upgrade?

#8 Dr Killinger

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Posted 07 April 2013 - 08:47 AM

View PostPinselborste, on 07 April 2013 - 08:31 AM, said:

a flare launcher would be a great module, would give some use for varaints with more module Slots but no ecm once we have more night maps.

I'm wary of modules because they weigh nothing. Module slots are being used well now with consumables; I'd rather see a flare launcher as an alternative to AMS, but in the same slot. Plus it would like cool as hell.

#9 Assassin

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Posted 07 April 2013 - 08:49 AM

View PostAdridos, on 07 April 2013 - 08:46 AM, said:

I'd really prefer if no more modules were suggested.

They are pretty much tech that doens't exist and simply adds to the abillities of the mech with absolutely no drawbacks or even physical presence. :P

As far as disrupting locks go, it seems quite good, actually, but wouldn't it be too good compared to the AMS it is supposed to be a sidegrade of, not an upgrade?



The potential to disrupt friendly missiles is supposed to be the trade-off.

#10 Skyfaller

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Posted 07 April 2013 - 08:51 AM

I would love to see flares as long as they are tied to the torso aimpoint and fired manually.

#11 Assassin

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Posted 07 April 2013 - 08:58 AM

View PostSkyfaller, on 07 April 2013 - 08:51 AM, said:

I would love to see flares as long as they are tied to the torso aimpoint and fired manually.


Why there?

#12 Durant Carlyle

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Posted 07 April 2013 - 09:59 AM

Missiles are not heat-seeking. Flares would not work to disrupt them.

Also, there are no flares in BattleTech, except as ammo choices for 'Mech Mortars where they light up an area.

In other words, no.

Edited by Durant Carlyle, 07 April 2013 - 09:59 AM.


#13 Assassin

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Posted 07 April 2013 - 10:27 AM

View PostDurant Carlyle, on 07 April 2013 - 09:59 AM, said:

Missiles are not heat-seeking. Flares would not work to disrupt them.

Also, there are no flares in BattleTech, except as ammo choices for 'Mech Mortars where they light up an area.

In other words, no.


Thank you, I appreciate the input.


I think this distinction needs to be made, though: this game is MechWarrior: Online, not Battletech: Online. What's happening here is to make a game as fun and involving as it could be for the MW. Having said that, I do want it to be true to Battletech, as much as possible, but we're looking at a computer game here, not tabletop, or even a book. And I mean absolutely no offence there.

But, incongruencies are obviously going to arise in the course of that transition. It's how we approach, translate and tweak these that will make fans stay and newcomers join. If we shot down every idea because it didn't correspond exactly with Battletech, then how far would we be? Ilya Muromets, not BT. TDK, not BT. The X5, BMW.

As for the flare suggestion, I think it will add a new dynamic to the game. But, thanks for pointing out where it fits. Could you give more info though?

How do the mortars work? Are they a different weapons system all on their own?

#14 MuadXDib

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Posted 07 April 2013 - 02:39 PM

maybe light up the battlefield on night maps, give nice distraction, visual guide... sounds like fun to me

#15 Durant Carlyle

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Posted 07 April 2013 - 04:07 PM

View PostAssassin, on 07 April 2013 - 10:27 AM, said:

I think this distinction needs to be made, though: this game is MechWarrior: Online, not Battletech: Online. What's happening here is to make a game as fun and involving as it could be for the MW. Having said that, I do want it to be true to Battletech, as much as possible, but we're looking at a computer game here, not tabletop, or even a book. And I mean absolutely no offence there.

But, incongruencies are obviously going to arise in the course of that transition. It's how we approach, translate and tweak these that will make fans stay and newcomers join. If we shot down every idea because it didn't correspond exactly with Battletech, then how far would we be? Ilya Muromets, not BT. TDK, not BT. The X5, BMW.

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.

View PostAssassin, on 07 April 2013 - 10:27 AM, said:

As for the flare suggestion, I think it will add a new dynamic to the game. But, thanks for pointing out where it fits. Could you give more info though?

How do the mortars work? Are they a different weapons system all on their own?

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.

#16 Skyfaller

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Posted 07 April 2013 - 06:52 PM

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 :P

#17 fowl WarDog

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Posted 07 April 2013 - 07:07 PM

View PostAssassin, on 07 April 2013 - 08:04 AM, said:

However, this would also apply to friendly missiles "outgoing".


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.

#18 Firewuff

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Posted 07 April 2013 - 10:54 PM

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.

#19 Assassin

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Posted 08 April 2013 - 11:09 AM

View PostDurant 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.


View PostSkyfaller, 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.


View Postfowl 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.

View PostFirewuff, 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.

#20 Oppresor

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Posted 08 April 2013 - 12:20 PM

View PostAssassin, on 07 April 2013 - 08:04 AM, said:

Greetings, MechWarriors.
They could temporarily blind all those (within a certain vicinity and facing the direction of the flare) using night vision. The flares could show up on heat vision, where a trail would be visible from the source. And, since the flare launcher would be an alternative to AMS, they could have the same chance to disrupt the flight of missiles as AMS have to shoot incoming missiles down. However, this would also apply to friendly missiles "outgoing".

To further add some interest, MC could be used to purchase different colour flares, or even, if it seems viable, launch a firework-like image (I'm thinking House icons).


In one word Brilliant (excuse the pun) Flares are within lore, they were part of MW4 at the very least. You're absolutely right about the blinding effect on TI; to take it one step further, how about knocking out the enemy TI system for say 2 -3 minutes real time within the battle.





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