


Command Console And Information Warfare Proposal
#41
Posted 05 February 2014 - 08:15 AM

#43
Posted 06 February 2014 - 10:10 AM
I'd also like to see an "in between" view of the battle grid. You have the little one in your HUD, and you've got the big one that is the proper battlegrid. But what if Command Console gave you a grid that's just as big as the battlegrid one, semi transparent and "on an angle" as though you're viewing it from a 45 degree angle as opposed to 90 degrees overhead. That way you can still see and potentially fight with the grid up, for those situations when you really need to put down an order on the battlegrid but can't afford to go totally blind to do it.
#44
Posted 23 February 2014 - 07:17 PM
#45
Posted 23 February 2014 - 11:32 PM
Adran made a good point that in the lore th C3 is used by w second person in the mech (remember the Cyclops assault mech).
The diea of having a person not piloting a mech himself, but being the tactical commadner has been mentioned before as well and I like that very much. You could even combine it and virtually put that person in the mech with the command console. So one person piltoing, the other is doing the tactical work and when the mech goes down, the commander is gone as well.
As for what it could do (provide additional enemy informaiton, satellite uplinks, etc.) there have been many great ideas, and I hope we will see a few of them soon.
#46
Posted 24 February 2014 - 12:06 AM
BLR-1Gbc
A variant of the 1Gb, this model dropped three heat sinks to incorporate a Command Console.
#47
Posted 24 February 2014 - 12:58 PM
Planning, and reacting in this kind of game requires time. And there is no time in this kind of gameplay. If you stop to think, an entier lance (or squadron, not sure which is the english version for four mechs), could be killed, and you can't avoid the other 8 to be killed. If you know what I mean.
I would be very happy to see any kind of use of this command console. I've already bought a DC Atlas, but stripped down the mech once, and now I can't even find where is it (I could sell it, because that is showing up in my inventory), so I can't even mount it...
#48
Posted 24 February 2014 - 02:26 PM
Basic could be just simply having the map overlay we have now by pressing b with all the normal functions we have now. The only advantage you have here is a 13th warrior that has eye's on all this data all the time with the ability to give commands individually or too specific lances and so on. Which I believe we have now but u pretty much have to park your mech to do it.
An unlock able skill with a possible module required could add the functions the OP mentioned.
More unlock able abilities could include:
No line of site required for dropping standard arty/airstrike(commander launches it from his map)
Ability to reposition upgraded uav's at the cost of UAV duration
Ability to view weapon load out(and ammunition levels with an upgrade) of teammates
Able to view paper doll damage on teammates not just %
It doesn't all have to be about more enemy info. You should know at least as much or more about your own team if you want to command them against an enemy.
#49
Posted 24 February 2014 - 02:49 PM
Dirus Nigh, on 13 November 2013 - 01:50 PM, said:
The devs have stated that the C3 slave network is assumed to be on all mechs allready. But yeah, the OP's and Carrion Crow's ideas seems like a cool way to tie things into cannon and give coordinated teams a genuinely useful piece of equipment. PGI, PLEASE USE THIS! I BEG OF YOU!!
Edited by Colby Boucher, 24 February 2014 - 02:53 PM.
#50
Posted 24 February 2014 - 03:02 PM
They're obviously planning SOMETHING for the command console but it's probably so far down the list that it's been forgotten and remembered a number of times during the cycle.
#51
Posted 03 June 2014 - 07:01 PM
Crackerbox, on 13 November 2013 - 10:52 AM, said:
So here's my line of thinking:
Last night I was involved in coordinating 12 man drops and we were - for the most part - able to focus fire fairly effectively and have a good idea of what enemy composition was on our own, but it would have been easier with a way built in to keep track of it without looking at a scoreboard (like proposed in other threads)

I mocked up an example of my idea. It's simple (at least to make sense of) and I would definitely give up 3 tons of my mech for the ability for this kind of information to be at my fingertips.
With the way things seemed to be balanced in MWO, I had some ideas on how to make it work without overproviding information on the enemy team (and contribute to the pillar of Information Warfare):
- The Command Console only displays information to the mech that has the CC installed. No brainer.
- The Command Console display is populated when a friendly target lock is held long enough to provide information on a target.
- The Command Console display only updates while an enemy mech is targeted. For example, if the Atlas in the scene lost its target lock on the Commando and the Commando took damage from another source, the % HP left would not be updated in the Command Console display until a friendly target lock was established again.
- While under the effect of enemy ECM, targeting information will not be updated in any way.
While I'm sure more features could be implemented using the Command Console, this alone would provide field commanders with the information ammunition to make critical battlefield decisions without having an game-breakingly significant advantage over commanders that choose not to use it.
This.
Along with +1 Module Slot would make the cost of the Command Console worth it.
#52
Posted 03 June 2014 - 08:04 PM
#53
Posted 21 July 2014 - 10:48 PM
Carrioncrows, on 13 November 2013 - 04:41 PM, said:

Tack this on as well.
While in the battlegrid you would be able to see all 'Actively targeted and scanned enemy mechs" so you could see where they are at (So long as your team has them targeted or spots them) and see what loadout they have.
All in the battlegrid.
phalanx, on 03 June 2014 - 07:01 PM, said:
This.
Along with +1 Module Slot would make the cost of the Command Console worth it.
I only removed that which I think that can be dealt with by the command wheel that is in development.
With all of this, the CC will no longer "Targeting Computer Lite",
For the sake of balance, perhaps the higher tiers of Targeting Computer should be able to provide this benefit to Clan Mechs.
#54
Posted 25 July 2014 - 10:59 AM
1) Increased internal structure hit points of the cockpit.
2) Passive command "aura" that extends out 300m and is only active if the mech with the CC is the designated lance/company commander; only affects lance mates.
Sensor range: +5%
Time to gather target info: -15%
Lock on target time: -10%
3) Active ability (requires being the designated lance/company commander): Designate Target
Designate a single target and all lance mates that attack (or tag/narc) it recieve a small C-bill and XP bonus.
4) Active ability (requires being the designated lance/company commander): Saturation Point
Sets a point on the overview map that can be locked onto by lance mates; any lrm fired at the Saturation Point will have their spread will be greatly increased.
5) Command Module Slot
Instead of a generic or preexisting type of module a new class of module. For example:
i) Bärenjäger - lance mates withing the command "aura" do 10% extra damage and 20% critical rate to the rear sections to a designated enemy also within the command "aura".
ii) Kaninchen-Jäger - lance mates withing the command "aura" have a much higher chance to hit the legs of a designated enemy also within the command "aura" that go faster than 100kph with SSRMs.
iii) Fire Base Uplink - Lance mate activated artillery strikes will track a tag laser from a lance mate within 90m of the smoke plume.
iv) Active Missile Tracking - Lance mates' AMS within the command "aura" are 20% more effective.
v) Improve Info Sharing - increases the effect of lance mate's TAGs and NARCs among the lance.
Edited by Anyone00, 25 July 2014 - 11:23 AM.
#55
Posted 03 October 2014 - 11:18 AM
Carrioncrows, on 13 November 2013 - 04:41 PM, said:

Tack this on as well.
While in the battlegrid you would be able to see all 'Actively targeted and scanned enemy mechs" so you could see where they are at (So long as your team has them targeted or spots them) and see what loadout they have.
All in the battlegrid.
phalanx, on 03 June 2014 - 07:01 PM, said:
This.
Along with +1 Module Slot would make the cost of the Command Console worth it.
Crackerbox, on 13 November 2013 - 10:52 AM, said:
So here's my line of thinking:
Last night I was involved in coordinating 12 man drops and we were - for the most part - able to focus fire fairly effectively and have a good idea of what enemy composition was on our own, but it would have been easier with a way built in to keep track of it without looking at a scoreboard (like proposed in other threads)

I mocked up an example of my idea. It's simple (at least to make sense of) and I would definitely give up 3 tons of my mech for the ability for this kind of information to be at my fingertips.
With the way things seemed to be balanced in MWO, I had some ideas on how to make it work without overproviding information on the enemy team (and contribute to the pillar of Information Warfare):
- The Command Console only displays information to the mech that has the CC installed. No brainer.
- The Command Console display is populated when a friendly target lock is held long enough to provide information on a target.
- The Command Console display only updates while an enemy mech is targeted. For example, if the Atlas in the scene lost its target lock on the Commando and the Commando took damage from another source, the % HP left would not be updated in the Command Console display until a friendly target lock was established again.
- While under the effect of enemy ECM, targeting information will not be updated in any way.
While I'm sure more features could be implemented using the Command Console, this alone would provide field commanders with the information ammunition to make critical battlefield decisions without having an game-breakingly significant advantage over commanders that choose not to use it.
Bump for Great Justice!
Edited by phalanx, 03 October 2014 - 11:22 AM.
#56
Posted 08 May 2015 - 12:30 PM
#57
Posted 12 July 2015 - 02:14 AM
How hard would it actually be to:
1) Allow a spectator to join a match as Commander if one of the Mechs carries a CC, and bind him to that Mech? (Updated models and visuals for a dual cockpit Mech can come later.)
2) Give him access to that teams comms and Battle Grid, maybe with target's designations and chassis displayed once scanned by a team member?
3) Add a simple Draw Tool or LMB/RMB circle menues so he can give orders, priorize targets, and speculate about enemies nobody can currently see?
4) Restrict the number of CC equipped Mechs to one for each team?
In my eyes, point number 3 is the vital part. No fancy new map, no grossly extended information, just a guy or gal who does the brain work while everybody else is dodging (and hopefully returning) fire. The Commander has to work for his CBills too.
A skilltree for commanders has been mentioned earlier. Unlocking abilities like a Satelite Sweep or Saturation Point doesn't sound half bad. The latter could be visualized by the Command Mech firing a Marker in an arc over the map, which is hostile and therefore targetable for the team.
I hope there's some fight left in this old thread.
#58
Posted 12 July 2015 - 06:06 AM
#59
Posted 29 July 2015 - 05:44 AM
Also like the idea that it is a way that things like radar enhancements like seismic sensors are shared within the lance.
This would allow greater team co-ordination
#60
Posted 26 November 2015 - 02:13 PM
- When you have a Command Console, any "open dorito" (untargeted) signatures that your teammates directly detect show up on your screen as open doritos as well, even if you don't have LOS to that target.
- When you have a Command Console, any "open dorito" (untargeted) signatures that you directly detect show up on your teammates' screens as open doritos as well, even if they don't have LOS to that target.
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