

Seismic Sensor Implementation?
#1
Posted 05 May 2013 - 12:03 PM
Will it detect mechs that are standing still or just moving ones, will it let us get a lock , and one that others can use to launch LRMs and will we get target info when we select a seismic target ?
Share the thoughts considering what the game engine and devs so far did implement.
#2
Posted 05 May 2013 - 12:44 PM

#3
Posted 05 May 2013 - 02:17 PM
"A unit must have expended MP (of any type) during the Movement Phase of the turn in which the Sensor Check is made in order to be detected by a seismic sensor (this includes units landing in a hex after expending Jumping MP).
Airborne units (including units expending VTOL MP) and submerged units (provided they are not moving along the bottom of the water hex) cannot use seismic sensors, and they cannot be spotted by seismic sensors.
If using Planetary Conditions, seismic sensors cannot be employed during any turn that an earthquake or meteor shower occurs on the playing area."
(Tactical Operations, pg. 222-223)
In other words, it should detect any movement that interacts with the ground (such as walking, running, turning in place, landing after a jump, and so on), provided certain environmental effects (e.g. earthquake, meteor strike, volcanic eruption, artillery strikes, and other events that would trigger/affect a seismometer) do not interfere with it (e.g. making the screen busy with false positives).
Hopefully, we would eventually get such... exciting and busy maps.
As a potential gameplay example, the "motion sensor" in Halo is essentially a seismometer.
#4
Posted 05 May 2013 - 03:12 PM
Also if only detecting moving targets , would, should we get a full lock on it , with all the regular info we get from a los targeting?
#5
Posted 06 May 2013 - 12:46 AM
However, I fear that PGI will take the shortest and easiest path to implement it. That is, once you move within the range of a hostile seismic sensor, said hostile will have full ability to target you.
#6
Posted 06 May 2013 - 12:58 AM
#7
Posted 06 May 2013 - 03:51 AM
MustrumRidcully, on 06 May 2013 - 12:58 AM, said:
I fear it will only detect targets inside of the "detection cone" in front of you, as I would always take a mod that tells me what's 200m behind me and moving even if I can't keep a target lock, though if so both might work well with each other.
It would seem more of an brawler mod than a scout one.
#8
Posted 06 May 2013 - 04:01 AM
#9
Posted 06 May 2013 - 04:04 AM
Smeghead87, on 06 May 2013 - 04:01 AM, said:
Uh, now this I like , if it was destroyable by the opponent if they see it and if it lasted 5-10 min , but I feel you would need more than 1 to get any real safety from it as it is only 200m , though I also like the idea of it as an non consumable

#10
Posted 06 May 2013 - 08:52 AM
"In its entirety, a BattleMech’s targeting and tracking (T&T) system includes a sophisticated set of sensors and computers to process data. These systems are getting ever more sophisticated as technology is recovered and expanded... a fact that might explain the Blakists’ recent interest in targeting electronics manufacturers throughout the Inner Sphere.
Thermal imaging, light amplification, radar and magnetic anomaly sensors are all among the primary sensors used by BattleMechs, supplemented by seismic sensors, motion detectors, chemical analyzers and a multitude of others. Despite this broad range of sensor types, MechWarriors are not deluged with raw data. Sophisticated computers streamline, interpret and prioritize this information, so that by the time the warrior gets the info, it appears as simple visual cues on the usual cockpit displays or the warrior’s own neurohelmet heads-up display (HUD)."
(TechManual, pg. 39)
It should also be noted that the seismometer that is integrated into the 'Mech would be separate from the deployable units ejected from a Remote Sensor Dispenser.
"Available in an array of types, including motion detectors, thermal sensors, portable radar and EM scanners, modern remote sensors are often used to set up a perimeter defense network, but because they are readily destroyed and relatively expensive to produce, their utility on a fluid battlefield waned through the Succession Wars. The return of Star League technology (which made mass deployment of such sensors viable) allowed for their revival in more recent years, but they remain susceptible to battlefield countermeasures."
(Tactical Operations, pg. 375)
In Dev Blog 02 (covering Information Warfare), PGI made mention of "Detectors" and described them as "dropped off on the battlefield".
Potentially, this alludes to the eventual possibility of various types of "remote detectors" (including radar, magscan, thermal, and seismic?) working in conjunction with the sensor suites in the players' 'Mechs.
#11
Posted 17 May 2013 - 02:37 PM
#12
Posted 17 May 2013 - 05:01 PM
Oppresor, on 17 May 2013 - 02:37 PM, said:
Well, since ECM doesn't make one float over the ground rather than walk upon it, It should have no effect on a seismic sensor...

Though, it remains to be seen whether they will do the same thing Halo did with its motion sensor and let it not register if the would-be target is moving below a certain speed (e.g. below 10.8 kph, the equivalent of 1 MP at 1 hex per turn)...

Edited by Strum Wealh, 21 May 2013 - 01:53 PM.
#13
Posted 21 May 2013 - 10:56 AM
#14
Posted 21 May 2013 - 11:01 AM
#15
Posted 21 May 2013 - 03:31 PM
It is truly OP... something of which I recommend everyone to use and abuse until PGI decides to fix this. It is truly the first must have module...
Edited by Deathlike, 21 May 2013 - 03:31 PM.
#16
Posted 22 May 2013 - 11:29 AM
Smeghead87, on 06 May 2013 - 04:01 AM, said:
This is coming, I'm sure. But then again, it's a good idea that makes total sense, so who knows?
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