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Devs: Thunder LRMs to create minefields dynamically during combat


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#1 HRR Insanity

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Posted 12 June 2012 - 04:57 AM

Thunder LRMs (http://www.sarna.net/wiki/Thunder_LRM) are an ammunition in tabletop BT that allows deployment of minefields equal in strength to the LRM size (LRM5 deploys a 5 point mine-field, LRM20 deploys a 20 point mine field, etc). Mines do 1 damage per point and target the legs primarily. They can have multiple potential settings including weight thresholds (only detonate with 'Mechs >40T, etc). In the TT game, minefields are used tactically to: damage 'Mech legs, induce falls during rapid movement, and funnel opposing force movements in desired directions. Traditionally, you had to choose to load full tons of Thunder ammunition and you could select which ammo is launched on the fly during the game. The TT BT games describes many sub-types of Thunder ammunitions (wider area, weight sensitive, inferno, etc).

Theoretically, in MWO the Thunder LRM round would create a minefield in a specific radius around the targeted ground location with # of mines (or radius?) being proportional to the LRM size. Ammo selection could be done similar to the way World of Tanks selects rounds. In MWO, minefields wouldn't have to be as damaging because unlike the TT game, you don't have to continue through the entire mine-field (unlike in TT BT where you can't 'unenter' a hex). If you start through a minefield and encounter the first mine, you can always stop, backtrack and avoid further damage. This would minimize the 'cheapness' factor, but definitely would affect the game tactically in terms of movement. If the mines weren't deemed useful, then the radius could always be narrowed making it more likely that a 'Mech would encounter more than one mine before being able to stop (depending on speed, of course).

The ability to funnel/control your opponents movement away/towards areas of a map creates a plethora of tactical options. The ability to deploy minefields (in-game) shouldn't be that difficult to code and would add a lot to the game for those of us who care about having a rich/deep game to explore for years to come.

Thoughts?

Insanity

PS: A reference for tabletop tactics related to mines and Thunder LRMS - http://www.ourbattle...scussion-mines/

PPS: I didn't get into the economy of Thunder rounds in MWO. I would anticipate that these rounds would be quite costly (in-game c-bills, not real money), but that would of course be subject to playtesting.

Edited by HRR Insanity, 12 June 2012 - 05:09 AM.


#2 HRR Insanity

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Posted 12 June 2012 - 09:53 AM

Another related thought...

When a group is 'defending' a planet... perhaps they should be allowed to purchase 'defense' assets including minefields, turrets, sensors, etc to pre-deploy on the field of battle?

Insanity

#3 Reyge

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Posted 12 June 2012 - 03:12 PM

Thunder LRM's are canon... they actually exist in the BT universe, and would be easy to implement into the game, as would Swarms LRMs and Inferno SRMs. The rest of Insanity's ideas, we can do without in MWO.

#4 Yeach

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Posted 12 June 2012 - 04:16 PM

Whats to stop a group of assaults to just mount thunder LRMs and pigeon-hole the other team to portion of the map?
I think it is possibl that they are too OP.


Thunder LRMs are okay if they have a time limit (they detonate after the time-limit is reached).

#5 HRR Insanity

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Posted 12 June 2012 - 04:20 PM

View PostTripleHex, on 12 June 2012 - 03:12 PM, said:

Thunder LRM's are canon... they actually exist in the BT universe, and would be easy to implement into the game, as would Swarms LRMs and Inferno SRMs. The rest of Insanity's ideas, we can do without in MWO.


/smiles/ All of the other suggestions are canon as well...

Minefields - BattleTech Compendium p.60, Tactical Operations p.207-210
Turrets - BattleTech Compendium p.57, Tactical Operations p.422
Sensors - Tactical Operations p.375

Pre-deployment of defensive assets - BattleTech Compendium p.60-61, Tactical Operations p.207

Just saying.

Insanity

#6 HRR Insanity

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Posted 12 June 2012 - 04:24 PM

View PostYeach, on 12 June 2012 - 04:16 PM, said:

Whats to stop a group of assaults to just mount thunder LRMs and pigeon-hole the other team to portion of the map?
I think it is possibl that they are too OP.


If the other team is completely stationary while a bunch of assaults do nothing but attack the ground, then they deserve to lose. However, I agree that Thunder munitions would require careful balancing. I'd probably suggest that they have very limited spread and be attackable... if a mech fires weapons at the minefield, you can clear the mines (with 20+ damage to the region, such as with an LRM20, as per 'Clearing Minefields, BattleTech Compendium p.61).

Quote

Thunder LRMs are okay if they have a time limit (they detonate after the time-limit is reached).


Disagree. The game is only going to last 10-20 minutes max anyways... if they can be attacked/cleared, it should be possible to balance them.

Insanity

#7 Robby Vitriolic

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Posted 12 June 2012 - 04:28 PM

I am all for it, but it should probably wait for future release (so I can play sooner!). Depending on the spread of the minefield and how much damage an individual mine can do, there needn't be a balancing issue.

#8 Jaxwen

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Posted 12 June 2012 - 04:54 PM

Yes, I would like to see that option as well.

#9 Rodney28021

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Posted 13 June 2012 - 07:03 AM

I think Thunder LRM rounds come available later in the timeline(3052) to the IS.

#10 zorak ramone

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Posted 13 June 2012 - 07:18 AM

All I'm going to say is that T-LRMs are one of the biggest trolling weapons that exist in CBT.

It might be cool if BAP equiped mechs could spot/mark minefields for the team.

#11 PirateNixon

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Posted 13 June 2012 - 07:24 AM

T-LRMs were lost and not reintroduced until 3052.





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