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Integrate 3Pv With Information Warfare


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#41 Prezimonto

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Posted 26 August 2013 - 06:14 AM

View PostFREDtheROLF, on 26 August 2013 - 04:57 AM, said:


This sounds like a really advanced UAV.

Does PGI have some stats how often modules like
UAV and A* strike are used?
This would make the UAV somewhat useful.


FtR

exactly... that's essentially what the 3PV done is anyway except it also follows you.

#42 DocBach

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Posted 26 August 2013 - 09:54 AM

View PostPrezimonto, on 26 August 2013 - 04:40 AM, said:



Make the player's screen go to TV fuzz for 3 seconds when switching views.




I like this idea a lot, I'd even go as far as to say put some sort of filter overlay with signal noise similar to the advanced zoom module while the 3PV cam is up after the initial fuzz.

#43 Mystere

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Posted 26 August 2013 - 10:42 AM

View PostPhelanKerensky, on 26 August 2013 - 01:50 AM, said:

I can live with the idea of making 3pv a module.

With regards to the module taking up 2 module slots and how you can implement this on mechs with just 1 slot, may I suggest this work around ...


I was hesitant (and a bit am still) to have the module take up all available slots because I want the 3PV module to be a part of the decision-making process but not be a simple all or nothing thing.


View PostRyan Steel, on 26 August 2013 - 04:26 AM, said:

How do you guys feel about having a limited number of times to switch between views?


I think that is fine too.

But, I'd rather that the drone just be killable instead, so that the onus is on the enemy to remove 3PV from the other side, especially if they are really so against it. ;)

Edited by Mystere, 26 August 2013 - 10:47 AM.


#44 MrZakalwe

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Posted 08 September 2013 - 11:55 PM

I actually like this- if there was some sort of tradeoff to be made for the free scouting 3PV gives you then it wouldn't be a problem.





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