Jump to content

Let's Talk Force Multipliers: Ecm, Shared Locks/idf

Balance Gameplay

1 reply to this topic

#1 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 13 September 2014 - 03:15 PM

With all of the ECM conversation, I will voice here what I think is at the root cause of the overall issue.

Two primary issues:
1) Force Multiplication.
2) Binary or nearly Binary implementation.


EXAMPLE: AMS

AMS
Force Multiplier
Not binary

AMS provides force multiplication through shared protection from incoming missiles.

It is not binary. It does not completely shut down all missiles (soft counter).

1 AMS does very little on it's own, but it does provide an effect.

Several stacked AMS provide an increasingly stronger effect.


I think AMS is a good example of how how Shared Locks/IDF ability & ECM should work.



EXAMPLE: Shared Target Locks/IDF

Shared Target Locks
Force Multiplier
Binary


If one mech targets another, every single mech on your entire team knows their location and with IDF (LRM) capable weapons can then fire onto that single lock.

Problem: The binary nature "yes we can all lock onto it" creates an issue when weapons (LRMs) capable of taking advantage of it are present - but it is also an information advantage that is team wide.

In addition it requires zero equipment, zero tonnage investment, it is completely free to every single mech.



EXAMPLE: ECM

ECM
Force Multiplier
Binary

ECM Provides a bubble or umbrella of information/targeting denial (stealth)

Problem: When it is "ON", every single mech under the umbrella gains it's benefit. It's effect is also binary, zero targeting information and zero lock on ability can be gained without hard counters.

It is only available to select few mechs, requires a small investment.




I think that both ECM and Shared Locks/IDF should be "soft" mechanics, like AMS.
They should require stacking (from multiple players) and equipment investment (on each of those players).

I think generating shared locks/information and the ability to fire indirectly should actually cost something to every mech that wants to add to the team's capability.

They should provide a lighter effect if only one is present.

They should provide incrementally stronger amounts of bonus/effect, the more of them that are stacked.

They should not be designed that 6 ECM automatically defeats 5 Shared locks, or vice versa. It should work more akin to resistance levels.

Edited by Ultimatum X, 13 September 2014 - 10:55 PM.


#2 Asmudius Heng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • 2,429 posts
  • Twitter: Link
  • Twitch: Link
  • LocationSydney, Australia

Posted 13 September 2014 - 10:52 PM

Yep the binary nature hard counter stuff is not good game design especially with randome matching multiplayer

Soft counters and what you suggest in some form is a much better idea





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users