Sprouticus, on 22 May 2013 - 02:10 PM, said:
Some folks (Cferre) think it should not be in the game because they think it dumbds down the game. Some others have advocated that every mech should have it by default. Most of us are in the middle. Neither of these is the right way to approach the issue. So how should we approach it then?
Ok, first and foremost we have to look at how PGI wants the game to play/behave. Up until now, we have assumed that they wanted sneaking to be integral to the game. Radar is LoS, ECM was very powerful, you drop target info very quickly without the module, etc.
So the next question is how much did they intend the gameplay to change with the Seismic Sensor (any UAV and BAP)? Only PGI can answer this, but my guess is probably a little, but not a LOT.
It it's current iteration it changes gamplay a lot. Probably more than many expected, including PGI.
The balancing factors for this module in game are:
1) Unlike a UAV you cant target anyone
2) It has a limited range
3) The minimap can get really ugly with a lot of mechs active
4 It takes up a module slot.
but even with those limits, it is still VERY powerful. Both because it 'sees through walls' and because of the 800m diameter. 2 scouts could literally 'watch' most of some of the smaller maps if they stood 800m apart. The seeing through walls is part of the module, so we than have to look at the range
So how do we fix it:
Assuming PGI wants this module to be close to the same value (maybe a tiny bit better since it costs more) as other modules...
1) A dynamic system of range (based upon target speed, target mass, etc). The upside to this is it introduces complexity into the syste, The downside is that it might take a long time for PGI to implement. A tonnage based system might not be horrific, but a speed base system probably would be a real headache.
2) Simply reduce the range. You could cut it to 200/100, but IMO 100m is pretty weak comparing it to other modules.Which would mean the std verison would be useless. So let's look at to 150/300 or even 150/250. Personally I think 150/300 would be fine. but 150/250 seems ok. The upside to this is they can hotfix it very easily.
Eh, I think the range is fine. The module strikes me as just being too sensitive. It should have issues with either picking up mechs at walking speed (like in basically every game with a sound radar ever), or have trouble picking up anything if you're moving too fast (like a towed array on a sub getting washed over by cavitation). That way there's skill and guesswork still involved with it but it's still very useful.
Quote
For the current 200m/400m scale:
25 ton mech = 50m/100m detectable
50 ton mech = 100m/200m detectable
75 ton mech = 150m/300m detectable
100 ton mech = 200m/400m detectable
OR for a proposed 150m/250m scale:
25 ton mech = 37.5m/62.5m
50 ton mech = 75m/125m
75 ton mech = 112.5m/187.5m
100 tone mech = 150m/250m
This is kinda slick too. It could be coupled with the speed idea I have. It's easier for lighter mechs to sneak up if they go slowly but an assault at the same throttle percentage could still trip the sensor from further out.
Edited by TOGSolid, 22 May 2013 - 03:23 PM.