As far as the previous 20 pages of the thread go, tl;dr, so my idea may have been stated already somwhere in the pile. By the same token, I doubt anyone will actually read this and I'm wasting my time, but whatever...
For the Targeting Computer, I think it's a decent translation of the BT version's abilities, with one exception: the TC should not have an effect on a weapon ranges--it makes no sense from a physics perspective, nor a BT perspective, and it only serves to make already-long range clan weaponry excessively long range.
However, I would take both pieces of equipment in an entirely different direction from where it's going, beginning with the Targeting Computer. I would revolve the Targeting Computer not around zoom or power, but around a different type of accuracy enhancement, one that I think has become taboo with all the talk of "auto-target" and its detriments to competitive gaming: automatic shot calculation. This is NOT auto-target; it does not aim your guns for you, but merely tells you where you should aim. It is noob-friendly, but far from noob-unfair, especially in the fast-paced cover-based warfare the elites play.
Targeting Computer Abilities
#1: Projectile Weapons--I saw this type of programming in use in X-Wing vs. TIE Fighter way way back, for those of you who remember that game. The shipboard computer would calculate, pretty accurately, where you had to aim your reticle in order to hit a moving target in front of you. The reticle would turn green when it was in the proper spot and, barring a sharp direction change from the opponent, would hit. I would take that technology and progress it one step further with the Targeting Computer--visualization of the calculation: take a situation where an enemy pops out from cover and runs across your path. Upon selecting that opponent for targeting, a red circle would appear on your screen showing you where to aim in order to hit the target based on their current range and speed, and would be updated in realtime (a zigzagging opponent would have the circle dancing back and forth in front of it, for example). Firing your projectile weapons at the exact moment the circle is in your reticle would essentially guarantee a hit, but you would still have to manually move your reticle there and press the trigger at the correct time. Each weapon would generate its own circle based upon its projectile speed, so one HUD could have multiple circles on it depending on loadout.
#2: Lasers--For laser targeting, (which of course requires no leading, but has duration to contend with), I would have the TC give the lasers extremely limited tracking ability. This tracking would be subject to the same time delay as missile lock (complete with visual representation and tone, regardless of presence of missiles). Once target lock had been acquired, if (and only if) the head of the laser shot was on target, the laser would continue to attempt to hit that spot for the duration of the beam. However, the tracking range would be limited to a couple degrees in each direction. Therefore, while helping laser users pinpoint specific parts of big, slow enemies (just like in the BT version of it), it would do next to nothing to help them keep their lasers trained on small, fast targets, which is where auto-targeting would traditionally be unbalancing.
A mech with just projectiles would have no laser enhancement, and vice versa. A mech with both types of weaponry would benefit from both enhancements, but each enhancement would only affect the weapon type it's associated with.
Addressing a couple arguments against me in advance:
*How would we scale this targeting computer? We can't have 7 versions without relying on progressive abilities.
-Oh please, that whole "7 version" concept is a complete lack of imagination on the part of the developers. You already have a template for the way TC should be scaled and it's called Artemis. Make TC an upgrade instead of an item, and you can scale it all you friggin like without making separate versions.
*I'm an elite player and I already hit moving targets and core without difficulty. How does this help me?
-I guess it doesn't. Congratulations on being so awesome. Spend your cbills and tonnage on more weaponry instead and you won't feel disenfranchised in the least. That's the beauty of mech games.
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As for Command Console, I have nothing so fancy as my TC idea--it's merely a way to effectively gain and share intel with my teammates. My command console would have 2-3 functions:
#1. Receiving Data--Any mech within sight of any of my allies (regardless of ECM or whether or not they're being actively targeted) will appear on my minimap. I cannot target any of these opponents unless, as per usual, they're being actively targeted, but it helps me, as the "commander", gain a better sense of the battlefield and the enemy's layout. This is not a two way street, however. Only mechs with command consoles will be able to see the collective information, therefore the equipment doesn't become redundant in public matches.
#2. Sending Data--Whenever the command console-carrying mech receives targeting info on an opponent, that info is relayed to every mech on the team without them having to target said opponent independently. This ability is a footnote compared to #1, but it can pay big dividends early on in a game.
#3. Indirect Fire--This one may be overkill, but I figured I'd include it, just in case the first two aren't allure enough to equip it. All this ability would do is remove the reticle requirement for missile lock. In other words, as long as the opponent you are targeting is within your field of view, regardless of where your reticle is, you'll be able to achieve and hold missile lock. This will enable LRM users to target separate units with their direct-fire and missile weaponry, or allow SSRM users to lead their projectile weaponry in front of a nearby, fast-moving opponent without risking loss of SSRM lock. It would make the Command Console a lovely piece of equipment for players who like to use mixed-bag loadouts instead of choosing between boating missiles and projectiles.
Arguments against...
*Ability #1 seems overpowered for groups who use verbal comms. One player can equip the CC and then transmit position data to all the others on his/her channel.
-Verbal comms is already such a gross advantage in this game that a coordinated lance (or, god forbid, more) using them in a public match will splatter the opposition regardless of CC. In private matches, well, it would be a silly team that drops without having at least one mech equipping a CC, true, but I think such a top-down intelligence structure would only serve to enhance the type of warfare atmosphere we're going for with those organized matches.
Couldn't Ability #3 just be used as a noob crutch for SSRM users who can't aim?
-I suppose...BEHOLD THE MIGHTY SSRM2 BOAT!!! Need I say more? Clanners can't use CC so there's no chance of legit abuse unless IS develops some bigger launchers.
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These versions of TC and CC would not conflict with BAP in any way. In fact, both would be complemented by BAP quite nicely (TC with its increased targeting range and CC with its reduced info-gathering time). Both would be relatively easy to program (albeit not quite as easy as simply applying more stat modifiers) and, while completely unique amongst the tech released thus far, decidedly un-alien.
Let me know what you think, loudly if you like it.
Edited by NeoAres, 23 June 2014 - 06:54 PM.