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Sensor Warfare: Detection/stealth And Active/passive Sensors


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#1 Khobai

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Posted 20 March 2014 - 03:34 PM

This is how I think sensor warfare should work in MWO. The numbers used are by pliable and by no means set in stone. Theyre just examples.

Base Detection Range

Base detection range is determined by the size class of a mech. The larger a mech is the easier it is to detect.

Tiny: 600m
Small: 650m
Medium: 700m
Large: 750m
Huge: 800m

Mechs like the Raven should also get a passive bonus to sensor range for obvious reasons.

Detection/Stealth

All mechs/equipment/modules are given a detection and/or stealth value. Your base detection range is determined by the size class of your mech. Detection increases the base range you can detect enemy mechs at. Stealth decreases the base range enemies can detect your mech at. Detection and stealth directly cancel eachother out. Stealth bonuses are not cumulative and only the highest bonus is used.

Active/Passive Sensors

Sensors can now be toggle between active, passive, and narrow radar mode.

Active Sensors: +0% detection, +0% stealth, allows sharing of information.

Passive Sensors: -75% detection, +50% stealth, does not allow sharing of information. Passive sensor mode drastically reduces your sensor range and turns off sharing of sensor information in exchange for a bonus to stealth.

Narrow Radar: Narrow Radar can be toggled on/off while in passive sensor mode. Narrow Radar is a combination of active and passive sensors. While narrow radar is turned on, the front 60 degree arc of your mech functions like active sensors (both from your perspective and the perspective of the enemy). While the remaining 300 degree arc around your mech functions like passive sensors. While in narrow radar mode you can only share sensor information with friendly mechs in your front 60 degree arc.

BAP/ASM/ECM/NSS

BAP: +15% detection. No longer counters ECM. BAP can also detect ANY mech within 120m regardless of its stealth bonus. Otherwise remains the same.

Adv. Sensor Module: +15% detection. No longer partially counters ECM. Otherwise remains the same.

ECM: +75% stealth. No longer grants stealth to nearby friendly mechs. Only grants 75% stealth to the mech its equipped on. Does not stack with NSS. Otherwise remains the same.

Null Signature System: +95% stealth. New piece of equipment which takes up 1 crit slot in each location of a mech (7 total). It also weighs 3 tons. NSS comes with built-in ECM which remains active even if the NSS is toggled off. While toggled on, NSS generates 10 heat per second and grants +95% stealth to the mech its equipped on. Does not stack with ECM. NSS can only be equipped on mechs with NSS hardpoints.

Examples

An Atlas-D-DC (detects huge mechs @ 800m) has active sensors (+0%), BAP (+15%), and ASM (+15%).

It detects huge mechs with 0% stealth at 1040m (15% + 15% = +30% = 1040m)
It detects huge mechs with passive sensors (50% stealth) at 640m (15% + 15% - 50% = -20% = 640m)
It detects huge mechs with ECM (75% stealth) at 440m (15% + 15% - 75% = -45% = 440m)
It detects huge mechs with NSS (95% stealth) at 280m (15% + 15% - 95% = -65% = 280m)

Edited by Khobai, 29 March 2014 - 06:56 PM.


#2 no one

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Posted 20 March 2014 - 05:44 PM

It's an interesting idea, but I'd work it the other way around.

Have every 'Mech that doesn't have a sensor specialist quirk (Raven, Cyclopes) have the same basic sensors, then make a 'Mechs sensor visibility a factor of their tonnage. Say, in order to detect a 'Mech normally they have to be within (tonnage*10) meters of an enemy. That way a Light 'Mech can get closer without being painted with a red triangle unless someone either stares directly at it, or tags it. Then you can apply ECM, BAP, Woods Cover and all that.

http://mwomercs.com/...ve-woods-cover/

ECM should still cover allies, but it could perhaps be more or differently effective on the 'Mech equipping it. Otherwise, I might change some numbers around, but good stuff.

#3 Kaeb Odellas

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Posted 20 March 2014 - 06:30 PM

I'm with 'no one' on the Mech size visibility thing. It doesn't make sense that larger mechs would have weaker sensors than smaller ones, but it makes perfect sense that big mechs would be more visible.

Everything else sounds good though.

I'd also love to see certain actions and environmental factors affect your visibility. For instance:

-Heat levels decrease stealth as heat rises.
-Movement speed decreases stealth.
-Using jump jets drastically decreases visibility.
-Firing weapons spikes visibility for a brief time (excepting Gauss rifles and NARC?)
-Ambient temperature affects visibility. Mechs are easier to see in cold maps, but blend in better in hot environments. Standing in a geothermal vent or a lava pool should drastically increase stealth.
-Smoke, fog, snow, and other environmental factors can block sensors.

ECM

I'd also like to see ECM's abilities further split up into 3 different modes:

Stealth: +50% stealth for all mechs in a 120m bubble. -50% detection for all mechs in a 180m bubble. This includes enemy mechs too, so now the carrier has to actually be cognizant of what mode he's in so that he's not accidentally stealthing his enemies.

Disrupt: Works the same as before with the bubble decreased to 120 meters and stealth decreased by 75%. This mode basically lights you up like a Christmas tree, as the signal you're sending out to disrupt locks can be easily detected. This causes your target box on the enemy's hud to flicker. BAP would be able to cut through disruption mode, so you can still lock on to the target if you have BAP, but this does not extend to friendlies.

Counter: Counters all enemy ECM within 180m bubble. Works as before, but more powerful. One ECM mech can counter an entire company of ECM mechs. This means there's no more ECM arms race.

ECM would have a brief delay in switching to a new mode, so that the player can choose what mode he wants without accidentally giving away his position with Disrupt mode.



Visibility indicator: I would also love to see a target "visibility" indicator on the target box, indicating how strong your sensor lock is on the mech. This would really help LRM users determine whether or not a particular enemy is good LRM target, or if you're likely to lose lock before the missiles hit.

Edited by Kaeb Odellas, 20 March 2014 - 07:10 PM.


#4 no one

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Posted 20 March 2014 - 10:22 PM

View PostKhobai, on 20 March 2014 - 08:00 PM, said:

I had considered that: making larger mechs easier to detect. But ultimately I decided against it because it didn't achieve my goal which was to strengthen the role of scouting for light mechs.


I believe it would. Big 'Mechs would hang back and move between cover so as to not expose themselves, while smaller 'Mechs could move up into their own sensor range and get a more accurate bead on the enemy team with less fear of being detected, but while risking being spotted and/or intercepted. You could have light 'Mechs running perimeter sweeps around your assault force to try and catch such scouts, acting like light ambush hunters. Spreading out could give you a better sensor net, and pilots with better situational awareness would be get an advantage because they can move to investigate something moving, or sweep a TAG over a light 'Mech to reveal it.

If you paired that with a command module that could record and relay last known enemy positions or something, that would be really cool.

Having light 'Mechs with extreme sensor range just means only your lights will be able to see the entire enemy team easily. They can just hang back with their assault force and spot from there.

View PostKhobai, on 20 March 2014 - 08:00 PM, said:

I also considered having heatscale affect how easy you are to detect.

You know I'm not sure. Does being hotter actually change how you appear on thermal?

Edited by no one, 20 March 2014 - 10:32 PM.






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