Jump to content

Multiple: Narc Functionality, C3 Networks And Other


No replies to this topic

#1 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 23 June 2013 - 03:40 PM

Computer Modules (cockpit item):

The game currently assumes all mechs have a C3 network system installed by default. How about introducing the C3 in another, similar, synergistic form?

C3 Network:

-Cockpit Slot item (all mech receive 'Computer' slot in the head like the ECM mechs receive an ECM slot).
- 0.5 tons
- New Keybind required: 'Network Target'

How this module works:

Player aims at friendly mech and presses the 'Network Target' key. The module will link the player's targeting computer to the friendly mech's target.

If player aims at enemy target and presses 'Network Target' then all players in his team will see that enemy mech with a special icon similar to TAG/NARC.

If player with C3 Network module links to another player with C3 Network Module who has modules like Seismic Sensor or Target Info then that information gets transferred through the network. Aka player with C3 but without seismic will see on his minimap any contacts that the C3 Network player with seismic detects.

Likewise, if two C3 Network mechs are linked, if one has LOS on a target and another has Artemis and LRMS but no LOS, then the LOS info is passed through the network to the lrm mech with C3 and artemis effect is enabled.

EWS (Electronic Warfare):

Cockpit item.
- Two modes: On and Off

'On' Mode: Single target (affects only the mech that is locked). Requires LOS. 1km Range. Disrupts target mech electronic systems: Missile Warnings disabled, AMS system range reduced to 90m, delivers incorrect target information (instead of showing a stalker with red CT it may show an atlas with full armor), makes enemy HUD 'fuzz' randomly and most importantly: Disables convergence of weapons.

'Off' Mode: Its off.

While 'On' the EWS generates 0.2 heat/s..which I think is fair for any offensive/debuffing device to do *hint* *COUGH* ECM...

NARC:

Narc needs additional features to make it functional (aka worth using):

1- Narc makes any LRM that has no lock home in on NARC'd target. That is, the missiles auto-lock on the NARC beacon.

This will enable cooperation between LRM mechs and scouts..the scouts call for LRM barrages to be fired to long range general area where the enemy is.. the scout then tags the target..the LRMs will home in on the NARC.

2- Remove timer on NARC. The thing falls off after a measly 40 damage anyway. 15 seconds is hardly enough time glued on target for it to be useful. How about a 2 minute timer tops?

3- Increase NARC speed to match LRM speed.

UAV/Arty Strike/Air Strike:

1- Remove the absurd smoke indicator. Change it for an electronic 'on the ground' type glowy indicator that only the friendly team can see.

2- Change these consumables from 'buy once, use once, 1 shot per map' to 'buy once, use as many times in a map as you want' with the 10 second delay 'recharge' between uses.

Lets face it, these are hardly used because its too expensive, the firing area is too wide (even with MC or module stuff) and the dumb smoke flare tells everyone to clear out..and since it takes 5 seconds for the strike to hit, even a 1-legged atlas can limp out of its range.

Battlegrid Map Functionality:

1- Allow players to order air strikes, arty strikes via battlegrid.

2- Enable players to fire LRMs unguided via battlegrid. In battlegrid: point, click & the game generates a 'waypoint' target option only player can see (and is only shared via Network Computer) which he can lock onto and fire. That waypoint has a lifespan of 30 seconds.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users