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Add An Orbital Energy Weapon


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#1 Kalimaster

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Posted 19 January 2015 - 11:44 AM

We have an air strike as well as the artillery module. How about an orbital laser. One beam comes straight down, single target, or area, dealing 20 points of damage. Costs 15,000 C-Bills to use.

#2 9erRed

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Posted 19 January 2015 - 03:59 PM

Greetings,

According to the Lore during this timeline,
- Very few actual Warships survived the multi-years wars between the Factions,
- Drop ships do not normally have the capability to carry 'Capital' class weapons,
~ or the precise targeting systems required to orbital strike.
- The Clans 'detest' infrastructure destruction, or that type of non-honorable act, with only 1 or 2 examples of any use of that Orbital weapons fire tactic. And it was deemed by all as honourless, that Clan suffered for that act later.
- During this Timeline all Factions abide by the various 'Treaties' forbidding Orbital, Thermonuclear, Chemical, Bio Weapon use.

Elements that we are missing in the current game that may serve for the 'strikes' you are looking for are:
- the various weapon strike capabilities that all Factions and Clan have with Aerospace fighters.
- These units carry just as diverse a loadout as some 'Mech's, from beam, direct fire to LRM payloads.
- For these Aero units to be effective they need to 'orbit' the Battlefield area for some time,
- And become susceptible to ground fire from 'Mech's and/or any AAA assist that are present.
(we need active warning of these units when on an attack approach, and units dedicated to repulsing them)
~ JagerMech, here's your primary task roll.

The majority of Dropships are fully capable and do carry a complement of Aerospace fighters as well as 'Mech's.
- For self protection and ground based use.
- Normally deployed as the Dropships are set for orbital entry and surface landings.

PGI has released info that they have a Union Class DropShip ready for entry into the game. This is exactly the size of unit that can use these elements and should have them present.
- Once the initial small 'Leopard' class DropShips have made there assaults and the Faction 'has a foothold', these larger Union ship would be deployed, or both types at different locations.
- The introduction of 'constant threat' Aerospace elements to the game, could be a major change in how we outfit and fight the 'Mech's we bring to the current battles. No longer a straight out 'Mech on 'Mech concern, but requiring thought of Air defence units needing to be present.

With the use of the 64bit client and hopefully adding in the 'double precision' location reference we can see maps expand in size that could include height requirements that Aerospace units need to be a viable and fully capable asset.
- The Clans as well as all Factions use Aerospace fighters as a normal part of any deployment.

Just some ideas that offer the features your looking for without 'breaking' the Lore,
Aim True and Run Cool,
9erRed

#3 Taemien

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Posted 19 January 2015 - 05:35 PM

To put it simply, Naval Lasers or any other Naval weapon is Lostech*. The six houses in MWO won't be able to produce them. Only the Clans and Comstar have them. Comstar hasn't entered the fight in 3050, and the Clans see them as secondary to getting in Omnimechs and slugging it out on the ground.

*IS houses do have some naval assets, no actual combat ready warships, but they do have defense systems surviving the Star League era. But these are regulated to important defensive measures. Which.. is why we have the CW gametype. What did you all think that cannon was for? PGI is already stretching it by having one on each planet. There probably isn't that many capital lasers in 3050.

Edited by Taemien, 19 January 2015 - 05:35 PM.






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