Fooooo, on 08 December 2013 - 11:40 PM, said:
I'd say that would be a little too much.
It's not. Really, it's not.
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You would have multiple mechs narced in the legs so you have perm locks on them all game & can see exactly where the whole team is.
It's not that hard to refine actually.
You either program the missiles to home into the section of the mech that it is attached to (which would like be more problematic in some instances, like when you fire the NARC into the head of a target) or, use a different mechanic.
For instance, if the NARC hits the head (who would do this?), then we measure damage that hits the CT and remove the NARC once the CT external armor hits under 1/4 max external armor.
If the NARC hits the leg (it doesn't matter front or back, since armor is not split on them), then the appropriate side torso is used for armor determination.
It would average that you would need two good NARC shots to kill a mech... one to strip the external armor, one more to remove the internals. The NARC shots would require
skill to make...
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It can't work like that without some restrictions on either where you can shoot them, or how many can be active as a whole (as in only x number of narcs can be active on an enemy mech at a time etc)
If only 1 mech could be under this effect then I'd say it would be balanced.
Noone wants Ghost NARC. NARC is already a ghost as is.
NARC duration and limited to one NARC active on a mech is fine (simply resetting the timer and using the last NARC hit on the target is good enough). However, NARC should be able to affect as many mechs as it can, but since the duration is active (probably should be extended to 45 or 60 seconds in the first place) you don't really want to NARC the entire enemy group that quickly (you only have so many targets and so much time to keep it effective).
Edited by Deathlike, 09 December 2013 - 12:37 PM.