Ecm Plan Of Action: Let's Not **** This Up
#161
Posted 14 September 2014 - 08:29 PM
I do know the "Superduper Majority" bar is extremely stringent and probably impossible to achieve.
#162
Posted 15 September 2014 - 06:05 AM
Homeless Bill, on 12 September 2014 - 04:43 PM, said:
eh ... choosing which are worth considering is a decision making process that vets ideas out from the very start.
Perhaps it's best to say that the PC WILL make the decision of what THEY will consider. Also probably good to point out that just because the PC doesn't give you a chance doesn't mean you're utterly w/o any chance of action; it just means you're on your own for the time being.
Quote
"Open minded" is fine as long as people admit that their minds have to be made up on certain points, which means probably the first thing the PC should do would be to figure out what each individual means by "balance" and attempt to settle that first. W/O at least a simple-majority (better a super-majority) agreement here, no discussion in the PC will follow a stable format. It'll be random. What the PC agrees upon as a definition of good "balance" should be made public, so people know what they're getting.
If a group of players can not be open about everything they do except the developers private interactions with the, there's no point in making a PC.
#163
Posted 15 September 2014 - 06:32 AM
Homeless Bill, on 12 September 2014 - 03:14 PM, said:
It's going to be incredibly difficult to hit any sort of consensus, but that's why I want to organize this as efficiently as possible. It's a hell of a hill to climb, but we can do it. We've at least got to show that we can competently form a council and put out a proposal. Even if the community or they reject it, we have to be able to do that much.
It will be tough to reach a consensus, but its better to attempt to take ownership and make the game better instead of just complaining all the time. Even if we fail.
In my mind, the problem/or lack thereof with ECM must be defined at all levels of play.
ECM causes X,Y,Z in Solo queue
ECM causes X,Y,Z, in group queue
Then you have to ask the question:
1. "What is the ideal solution(s) ?"
2. "What are the advantage(s) and disadvantage(s) of each one ?"
- "How would it effect gameplay at all levels ?"
- "Are the mechanics of proposed solution(s) simple to grasp by a new player ?"
- "Are there edge cases where the new ECM solution(s) would be over powered ?"
3. "Are these solutions technically feasible ?" <- Probably not relevant for the player council, but will be for PGI.
4. Is there a way to test a solution ?
Edited by Haji1096, 15 September 2014 - 06:38 AM.
#165
Posted 15 September 2014 - 06:41 AM
Where folks do a lot of posturing and talking but in the end don't agree on much outside of there being "issues" to agree upon.
#167
Posted 15 September 2014 - 06:50 AM
SI The Joker, on 15 September 2014 - 06:41 AM, said:
Where folks do a lot of posturing and talking but in the end don't agree on much outside of there being "issues" to agree upon.
So true!
Regardless of the opposition, I hope the taskforce/council/advisory...(whatever name it is, its still the same!) to forge ahead and come out with options that could be put into a poll (best incorporated into the UI)
Either way it has to be done
#168
Posted 15 September 2014 - 07:22 AM
ECM;
LRMS;
Artemis, TAG, BAP, NARC, UAV;
Information Warfare;
C3/Command Console;
* values are to be determined or changed values
______________________________________________
There a little pieces I am missing but that is it for now. brb
Edited by Tichorius Davion, 15 September 2014 - 07:33 AM.
#169
Posted 15 September 2014 - 07:35 AM
Homeless Bill, on 12 September 2014 - 03:14 PM, said:
It's going to be incredibly difficult to hit any sort of consensus, but that's why I want to organize this as efficiently as possible. It's a hell of a hill to climb, but we can do it. We've at least got to show that we can competently form a council and put out a proposal. Even if the community or they reject it, we have to be able to do that much.
#170
Posted 15 September 2014 - 07:54 AM
It does exactly what it does now for the equiped mech.
For any other mech under it's influence the protection affords the following:
Normal ECM should be used for only the mech it is equiped on in its normal mode (strong protection for that mech - works as it always has, no radius; mech centric), counter, does what it always does, umbrella allows for the following.
a.) extends a limited ECM out to the radius we see today
b.) prevents shared line of sight targeting methods with all mechs under the umbrella including the centric ECM (his ECM is no longer in a strong/fortified mode)
c.) for mechs who have line of sight, target aquisition reduced by 50%
d.) all other counters do exactly what they always have done; basically removing any of the quirks suggested.
That's it; see how that plays out for a while.
This doesn't grossly change any other mechanic, and provides great protection to solitary mechs benefiting them individually, and yet, has the ability to have a group effect that mimics ECM but is not over powered allowing for lone wolfs and teams to engage more dynaically.
Edited by Aphoticus, 15 September 2014 - 07:55 AM.
#171
Posted 15 September 2014 - 08:05 AM
SI The Joker, on 15 September 2014 - 06:41 AM, said:
Where folks do a lot of posturing and talking but in the end don't agree on much outside of there being "issues" to agree upon.
Pfft! That's not lore-friendly. Let me try something else ...
[Palace grounds, Unity City, Tera]
Good morning Lord Stefan Amaris. The First Lord would like to see you now in the Audience Chamber.
< >
Edited by Mystere, 15 September 2014 - 08:06 AM.
#172
Posted 15 September 2014 - 08:46 AM
Kjudoon, on 14 September 2014 - 08:29 PM, said:
Good?
It should be incredibly difficult to achieve, because not everyone always agrees with what a few vocal players are constantly pushing.
To be honest, I'm really not sure why so many people are frothing at the mouth about ECM to begin with.
Yes it's strong, it's also limited on what mechs can bring it.
In a funny twist, most of the same players constantly complain about TTK being too low, and yet ECM does exactly this for your team - it increase TTK through denying paper doll info, denying attrition damage from LRMs, and denying clear positioning info without being countered.
Edited by Ultimatum X, 15 September 2014 - 08:47 AM.
#173
Posted 15 September 2014 - 08:48 AM
To many bad design decissions messed up the whole information warfare aspect of the game in my opinion. I know it could have been done better and smarter.
#174
Posted 15 September 2014 - 09:22 AM
Verdic Mckenna, on 15 September 2014 - 07:35 AM, said:
Thank god someone hasn't. I was beginning to think I'd shitposted every last ounce of anonymity I had away.
I definitely understand that you don't want this turning into a way to bypass you or the rest of the community, and that's not what I'm shooting for. I just think that straight democracy and forums are too messy to self-organize. Having a group of people that makes sure the ball is moving forward is what I'm going for. Ideally, all they're going to be doing is collecting all the ideas, discarding the implausible ones, and then fostering a productive discussion about the rest. These people won't be deciding anything for you.
#175
Posted 15 September 2014 - 09:44 AM
Homeless Bill, on 12 September 2014 - 03:01 PM, said:
I asked Russ just what the scope of this project is so we know immediately just how much is on the table. This was his reply: "Restricted to ECM only - [1]Other systems can be pulled in if absolutely necessary to make the perfect ECM solution work etc."
What that means is that [2]comprehensive solutions are off the table. Re-working sensors, range, active/passive radar, LRMs, etc, are all things that I believe should happen. I do love Rasc4l's proposal in all honesty, but it's simply not something they'll even consider by the sound of it.
They've laid out the terms of what they're willing to offer, so we simply have to work with what we were given. I highly recommend you to start gathering your favorite ECM-only changes.
Just in case no one else has pointed it out, Russ' comment [1] and your interpretation [2] are in conflict.
#176
Posted 15 September 2014 - 09:51 AM
Mystere, on 15 September 2014 - 09:44 AM, said:
Just in case no one else has pointed it out, Russ' comment [1] and your interpretation [2] are in conflict.
People keep saying that, but I personally think it's a mistake to just ignore what he said. Tweaking LRMs along with ECM is one thing; "comprehensive" is another. I get that everyone wants to shoot for the moon, but I'm trying to be a realist here. Walking away with nothing because we got greedy would be a truly infuriating failure, and I won't pretend that I'm not worried about that very possibility.
#177
Posted 15 September 2014 - 09:54 AM
Joseph Mallan, on 15 September 2014 - 06:36 AM, said:
I very much doubt many would be happy with removing the anti-lock feature of ECM because they're used to it now. If PGI hadn't screwed it up in the first place there'd be a lot less players using ECM as an LRM umbrella crutch.
But at least this way PGI can say they are giving players what they want, even if those players don't have a valid reason, right?
#178
Posted 15 September 2014 - 09:57 AM
IceSerpent, on 12 September 2014 - 12:50 PM, said:
I haven't gone through this whole thread yet, but this is the very crux of ECM's issue. It's always been a totally binary thing. Either you have it, and are (generally) immune to missiles (This was a HUUUGE DEAL back when streaks were the only way to reliably kill lights because of the lag shield pre HSR), or you don't and are totally vulnerable.
I'm a fan of adjusting ECM to match it's TT effects more closely, which happily also makes more choice involved and no hard countering.
- Keep the default mode as a way to make missiles less effective. Disable artemis and NARC bonuses, as well as giving missiles a wider spread. Net effects, fewer missiles will hit a unit covered by ECM, but they're not totally useless "On/Off" Missiles can still be locked against ECM targets, they just do less and more spread out damage.
- Add ghost target mode: Roll all the sensor/info denial tools in to this mode of operation. Reduced detection range, and when detected you get no target info as far as armor/weapon loads/mech variants. Also cuts off the built in MWO C3/target info sharing effects.
- ECCM. Plain old counter mode, needs no changes.
I know I've read some posts from others suggesting this same sort of thing, but there's so many scattered threads about the feedback stuff that I don't remember where it was. So yea! +1 or whatever. I don't think you need a comprehensive weapon re-balancing solely over this ECM change (Weapons are a whole nother bigtime can of worms).
Bottom line, make it a more meaningful choice in use, and stay away from binary hard counters, keep things simple for now. If we get the process going then we can start looking in to more comprehensive systemic issues and iterations.
#179
Posted 15 September 2014 - 10:09 AM
Homeless Bill, on 15 September 2014 - 09:51 AM, said:
On the contrary, no one is ignoring what he said. People are actually paying attention to everything he said (i.e. the "if absolutely necessary" part). As such, there are those saying that "Yes, bringing in other related things is absolutely necessary."
#180
Posted 15 September 2014 - 10:23 AM
Mystere, on 15 September 2014 - 10:09 AM, said:
If you don't see the inverse relationship between number of systems touched and likelihood of success, I can't help you. I'm not arguing it's a hard rule; I am suggesting that the more surgical we can make it, the better our chances are.
People need to think politically about this - not just about the design aspects. Something that's 50% better and can get the votes is better than something that's 100% better and can't. I'm just asking people not to turn this into a microcosm of Congress.
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users