Greetings all,
Yes I see that this reply just kind of got out of hand with ideas but please read through, you may see something that you really like.
The EMP sounds like something I would really like to have, and some idea's for consideration.
- complete loss of all targeting and lock-on's for hopefully quite a while,
[dumb fire systems still works]
- no unit or Mech identification markers or info for duration of the EMP strike,
(maybe 4-5min's)
[considering the new CW battles may be in the time range of up to an hour]
- making identifying friend or foe a new level that will need to be taught.
[and would be similar to the EMP turning off your IFF HUD markings]
(this casts a new level to Mech colours and patterns and with CW, having the House colours would help, or the Merc camo skin to Id your friendly mechs.)
- Any weapon system that has energy capacitors or charging systems may be overloaded and fail to work till secondary systems come on line.
[brings a whole new meaning to having ballistic weapons on the field]
- sensor and stealth systems inoperable for same time period.
- Limit this weapon to only be usable with a Command Console mounted Mech.
[This gives that 3 ton item a use, finally]
(and on that note, make all "Strategic" asset weapons only usable from a Mech with the "Command" seat installed.)
And I'm sure you know the new engine can display "shock waves" as it radiates out from the blast.
Just some idea's I hope you bring to these new weapons.
Additional note; In current tech with standard Arty of 105 and 155mm HE rounds the direct impact area is about a 90 foot radius with kill radius to 300mtrs and the blast height can be up to 100mtrs high.
So what we have now would only be on the size of mortar rounds impacting. Although probably on the 60 to 80mm size but still too small for what it's being targeted at.
[the arty blast should/would need to clear the head of even the Atlas when it explodes. (big explosions) And possibly even knock down small Mech's, I know knock downs not back yet but we need that effect for this weapon.]
The Mention of a Napalm type weapon would sound great but brings many difficult engineering problems with it. Will it stick to the Mech's as the real thing is designed to do? How will the fire and smoke this system brings with it be handled in the engine? Environmental effects like wind, pressure, atmospheric composition, and mostly ground cover will all effect how that material reacts where applied. (will we be burning down forests and cities, not to mention the snow and ice maps.) Still it would make some nice eye candy but very difficult to simulate correctly.
If you are looking for a system that can be very useful on the battle field then please consider a multi-spectral smoke Arty deployment. (Multi-spectral smoke can not be seen through with thermal vision and disrupts targeting lasers) Deployed high and wide enough [50mtrsH x 300mtrsW] to mask Mech movement or fool the enemy into thinking you are moving somewhere you are not. And would need a linger time of at least 3-4mins before dispersing. Smoke can be used to cover your Mech's movement or fired in front of the enemy to block there sight/targeting and allow time for a rapid assault or flank. (without enemy fire)
Note for Thomas:
Carpet bombing was normally carried out from at least 5000 feet plus to avoid ground fire (mostly the dedicated AAA [Quad Ac2/Ac5 Mech's and ground vehicles]) and in this time line there are very precise munitions available, so no need to be close to the ground to launch guided bombs or area denial systems.
In keeping with this idea there is one weapon system that has all of the above mentioned warhead types available. The ARROW IV - introduced in 2600 (then lost tech) and reintroduced in 3044. (helm memory core)
Warhead types:
Arrow Homing Missile [for Tag or Narc targeting}
Cluster Arrow Missile [for carpet bombing]
FASCAM Missile [for minefield deployment]
Inferno-IV Missile [for napalm]
Smoke Missile [for spot or line deployment]
9erRed
Edited by 9erRed, 14 September 2013 - 04:31 PM.