ECM was never meant to be a cloaking device, whereby the mech that uses it cannot be targeted at all. It is a hard counter to Artemis FCS, C3 computers (ala TAG), NARC, and BAP. It did have a 6 hex radius whereby all those electronics were affected similarly. In MWO it is an area cloaking device preventing lock on at all. The counters to ECM are paradoxically, NARC, C3 (tag), and BAP. My proposal reduced ECM to it's intended roll. I also propose other equipment added to the game, and changes to existing equipment.
Proposal:
ECM creates a 180 meter radius bubble of protection vs. enemy mechs armed with TAG, Artemis FCS, BAP, and NARC missile beacons. That equipment will not work if it touches, penetrates, or would normally see through the bubble. Enemies will still be able to lock on to them as normal, but they would not get the bonuses provided by those weapon systems. *
ECCM: The second mode of ECM is called ECCM, and it nullifies the closest ECM unit in range up to 180 meters. The affected unit would not know it was being countered unless it was armed with a BAP/AP. That player would know that his sensors were being affected.
* Weapons would still be able to lock on and fire as normal, but they would not get the bonuses. Example: Artemis FCS would not get additional missile hits on a mech equipped with ECM, the launcher would just function as a normal launcher.
Changes to other equipment due to changes in ECM:
Beagle Active Probe (and clan AP): In Battletech, a BAP allows for the detection of shut down and hidden mechs within 120 meters and 150 meters for clan mechs. And other than 'noticing' when it was being jammed by ECM, it didn't have a function. Because it's purpose was designed to detect HIDDEN mechs within a certain radius, I propose the BAP picks up the locations of mechs that are behind obstacles that would normal prevent lock on, similar to how seismic sensor works, but it works while the mech is moving. It would not provide locks to these mechs, but they would be seen even when standing still and/or shut down within 120 meters (or 150 meters for clan mechs). ECM would prevent this detection, but the BAP equipped mech would know it was being jammed.
Artemis FCS: Mechs who have a line of sight to their target, who are not nullified by ECM, would have a 'bonus to hit' the enemy mech, increasing the numbers of missiles that hit the enemy unit.
TAG: TAG's purpose in CBT is to call in artillery. I would propose that only TAG equipped mechs can call in artillery and air strikes. TAG would be available only to light and MAYBE fast medium mechs like Cicadas. TAG must be held on target until the rounds hit. No longer do you need red smoke. (Or perhaps, the Inner sphere version would drop red smoke, and the clan version would just be a thick laser beam.)
NARC: No change, except that when under ECM, Narc provides no bonuses to targeting. That is, normally NARC increases the amount of missiles that would hit a target when fired at it. ECM would take away the bonus, but not the lock on. NARC's would still call in missiles through the ECM bubble, but they would simply hit like a normal volley of missiles. Remember, ECM doesn't prevent targeting, but it is a counter to the BONUS to hit that the NARC provides
Command Console: In CBT, a command console was a second cockpit in a mech. It allowed for one mechwarrior to pilot the mech so the commander could concentrate on the battle. Obviously that won't work in MWO. I propose changing the purpose of the command console to be a 3 ton sensor suite that contains enough gear to create a bubble around the mech nullifying all the negative effects of electronics within the effected radius, which would be 120 meters. You don't want to be caught close to a command mech, because they WOULD see you. They could tell everyone within 120 meters that you're there, and provide them with targeting information. It would be a bubble of electronic invulnerability. (Why wouldn't I take this? It's 3 frackin' tons!) Inner Sphere mechs only.
C3: In MWO, the C3 computer is basically equipped to every mech on a team, providing targeting data to everyone. It was a defacto TAG, allowing one mech to use another mech's sensors to fire their weapons, improving weapon accuracy for the firing unit. It also allowed for the calling in of Arrow IV (ARTILLERY) for the rest of the unit. (Mechs that didn't have a C3 or TAG couldn't call in artillery.) Clan and IS mechs ALL have shared targeting data. I would say that because it takes no weight, it should not have the TAG ability built in, and from now on only TAG equipped units can call in artillery.
PPC's should have an effect similar to a static haze to ALL electronics when hitting a mech, it doesn't matter if the mech has ECM or not. The effect would mostly be cosmetic.
Lore based equipment additions:
Jammer Pods: In the novel Wolf Pack, a novel about the Wolfs Dragoon civil war, jammer pods were used, though not detailed. I propose we bring them into MWO to enhance role warfare.
Jammer Pods would be carried by scout mechs, and dropped onto the battlefield at their discretion. A Jammer Pod would nullify ALL sensors within a certain radius, let's say 180 meters, preventing targeting data to be passed by enemy OR friendly mechs within said radius. This pod would remain in effect for one minute and could be destroyed if found similarly to a UAV now, only it would be on the ground. (I envision a visual like the little campfire stove used to represent the centers of the bases back in early beta days.) The reload timer on this equipment would also be one minute, and the equipment would weigh one ton per four pods, and could only be equipped on 'scout' mechs like light mechs and fast mediums.
Apocryphal equipment:
UAV: UAV's are fun. They should stay in the game, but they do WEIGH something to carry. You can't just throw c-bills into the ether and have equipment appear like magic. A UAV launcher should weigh .5 tons. It would work similarly to what we have now. They should not be modules, because they don't represent a pilot's skill, the represent EQUIPMENT.
Proposed non-canon equipment ideal for MWO:
Tight Beam Electronic Disruptor (TBED): This appear visually similar to TAG, but have a different function. When the target of this beam, the enemy mech has its electronics completely overwhelmed. jammed, and cannot lock on to enemy targets, period. This equipment is one of the only pieces of equipment that overrides a command console, but it is dangerous to use. You must be within 500 meters of a mech to use it, but it is very powerful. It could be used against a sniper or fire support mech, rendering them ineffective, or it could break the invulnerable bubble provided by a command console. This would be available ONLY to CLAN mechs, as it is the only counter to command consoles.
ECCM Jammer Pod (ECCM-JP): This would work similarly to a NARC missile beacon. It would shoot out a projectile that would magnetically clamp onto the enemy mech and would overwhelm the electronics of said mech, preventing ECM, Artemis, BAP, and TAG. It would not affect command consoles. It should weigh 1 ton, and have an appropriate amount of ammunition.
Seismic Sensor Traps (SST): These would be dropped by scout mechs, and would activate when a mech walked within 90 meters of them and remain active for 2 minutes. They would provide seismic data to any friendly mech that wasn't jammed by other electronics like ECCM, Jammer Pods and the like. They wouldn't be detectable to the enemy, other than the visual. They would be destructible when noticed like the Jammer Pods. They could only be carried by scout mechs.
Smoke Bombs: Think Batman's smoke grenades or smoke launchers on tank turrets. It would blanket the immediate area in smoke, making it difficult for the enemy to target any mechs in that area (allowing the scout a better chance to get away). These would take a very minimal space/tonnage on the mech equipping them.
Module changes:
Artillery and airstrikes would be limited to those who have TAG equipped, and they'd have to choose between which service they could call in strikes from. (You are either an arty spotter or a forward air controller, not both.) If you want to charge for reloads via a consumable-like system, fine, but it should take space to carry.
UAV's take up physical space on a mech, and should not be a module. If you want to charge for reloads via a consumable-like system, fine, but it should take space to carry.
Artillery and Airstrikes no longer need to be limited to one shot per mech, as only certain mechs can equip TAG now. Also, artillery doesn't work logically in this game. They should be able to reload and fire again. Let's presume artillery is being fired by an MRLS battery. It fires it's rockets in quick succession, but requires time to reload all the tubes and fire again. Likewise, it takes time for an aircraft, dodging flack, SAMs and other aircraft to line up for another run. A mech that has artillery/air and TAG equipped can call in another target every 4 minutes, let's say – if they survive long enough to laze/TAG the area where the artillery/air should be called in.
Additional Artillery and Airstrike types: Smoke and E-Haze. Instead of calling in high explosive shells, a scout could choose a Smoke or E-Haze type strike. This would call in vision obscuring smoke which would linger on the affected area for a time. You could also equip 'electronic haze' rounds which would explode flack/chaff clouds (essentially shredded tinfoil) that would sparkle in the air for awhile, and blind all sensors, friend and foe for that period of time. Both would cause confusion in the enemy ranks. (Both would also effect friendly units, smoke/haze doesn't choose sides.)
Who could use what equipment?
All mechs could equip ECM, BAP, Artemis FCS, and NARC.
Command Consoles: According to Battletech rules, only heavy and assault inner sphere mechs could equip command consoles. I would consider further restricting this list to mechs that have been described in lore to have command consoles and/or dual cockpits. Examples being the Grand Dragon, Atlas, Battlemaster, Orion... and specifically restricting them from mechs that are purpose built for other things like Catapults and Stalkers (fire support), Jaggermechs (Anti-air), and bruisers (Annihilators).
Tight Beam Electronic Disruptors: Only Clan Scout mechs. (As of this writing, it would only include the Kit Fox.)
TAG, Jammer Pods, ECCM-Jammer Pods, Seismic Sensor Traps, UAV's, Smoke Bombs: This equipment would be restricted to mechs whose designed purpose is scouting, or are otherwise under-gunned. I'm thinking Ravens, Spiders, Cicadas, and Locusts, and Commandos. Mechs like the Jenner and Firestarter are skirmishers, and most medium mechs are as well.
Overall design theory:
My purpose in re-creating this set of equipment is to put role warfare into the game; specifically segregating the scout mechs from the rest of the mechs. The challenge and fun associated with using the suite of equipment available to scout mechs should drive interest and encourage people to play the role of a scout in both pug and team matches. ECM, and some gear would be brought down to a tabletop standard, but other equipment would be changed or created to fit within the structure and metagame of Mechwarrior Online. ECM is currently the single most powerful, ton-for-ton weapon in the game. It was kind of nice in Classic Battletech, but in MWO it is essential, and like Russ points out, is so powerful as to invalidate the use of many other mechs.
The biggest challenge in creating this plan was to find a way to REPLACE ECM in a way, because without the ECM we know, missiles could completely take over the game. My proposal makes good scouts ESSENTIAL for a 3-3-3-3 team to be successful. Scouts are given, through the plan above, the ability to really blind, frustrate, and confound the enemy. They are given equipment to help them survive detection and/or evade destruction. They are also the soul conveyers of artillery and air strikes. While scouts may not have as much room for weaponry should the equip all this equipment, they will have a great time in their dedicated roll (and should be amply rewarded for successful scouting through match scoring).
Addendum:
A note on Medium Mechs: Need lots of quirks. They are the backbone of most militaries, so something must be done to make them more attractive to play. If repair/rearm were in the game, they would be the most economical mechs to drive – is what I'm thinking, but barring that, something must be done to make them more fun – especially IS ones in light of the powerful Nova and Stormcrow additions.
Future equipment:
Angel ECM, Bloodhound Active Probe, Stealth Armor, IFF jammers like in MW4?
Edited by Peiper, 14 September 2014 - 05:07 PM.