Roland's Treatise On Ecm And Sensors
#181
Posted 30 October 2014 - 01:06 AM
#182
Posted 30 October 2014 - 12:01 PM
#183
Posted 08 December 2014 - 09:51 AM
Regardless, I figured folks may be interested in seeing these ideas.
#184
Posted 08 December 2014 - 10:17 AM
I LOVE the proposed changes to sensors and radar. I HATE the ideas for lrms and info warfare.
ECM and BAP just being inert pieces of passive buff equipment is just silly, when we could have a dynamic system that gives a little depth. Without writing a treatise to respond to yours, I basically envision a system that's worked for every other fps and mmo pvp system: timed, activated abilities with a cooldown. ECM, BAP, IS command computers, and clan targeting computers should all have some kind of rock-paper-scissors ability (or abilities), where each piece of equipment addresses (by either negating or enhancing) some other piece of equipment's functionality. It's information warfare, and I would certainly enjoy warfare while I warfare (insert Xzibit yo dawg pic here).
As for LRMs, honestly, a super simple fix would prevent 90% of the crying: flatten out missle arcs to targets, keep everything else the same. Maybe give a buff to AMS.
There's my feedback.
#185
Posted 08 December 2014 - 10:22 AM
bobF, on 08 December 2014 - 10:17 AM, said:
I LOVE the proposed changes to sensors and radar. I HATE the ideas for lrms and info warfare.
ECM and BAP just being inert pieces of passive buff equipment is just silly, when we could have a dynamic system that gives a little depth.
Just to be clear here, you realize that in the system described here sensors as a whole become dynamic, with ECM and BAP effectively just acting as modifiers?
So, while you aren't turning on/off ECM or BAP, every mech, regardless of its sensor suite, is given the abilty to control its radar signature, and its ability to detect others, through direct player actions.
I appreciate your feedback though. The purpose of this thread was originally created to simply generate discussion on this topic, as I suspected that the idea of a player council wasn't really going to pan out.
#186
Posted 08 December 2014 - 10:36 AM
Love the ideas Roland.
#187
Posted 08 December 2014 - 11:19 AM
detection range should be modified by mech speed and well as the presence of active sensors.
I'm thinking along the lines of sonar and sub detection that is until you make LOS and i don't think it should be automatic. unless it's moving. detecting a mech and then pattern recognition processing of the mechs should be complicated by movement. stationary and its hard to pickout. moving and its easy to detect just by comparing two images, that is unless your also moving and then i think your ability to detect things should get worse. something along the lines of what your describing in the OP. This creates the opportunity for rubber foot pads to reduce movement based signature penalties just like stealth reduces radar signature.
#188
Posted 08 December 2014 - 11:32 AM
Roland, on 08 December 2014 - 10:22 AM, said:
Yes. It's boring gameplay and lazy design. When you force players to press more buttons than just the dps hotkeys, you get a richer gameplay with more skill required. Done intelligently, info warfare would be an engaging aspect to the combat, but would require focus and effort on the part of PGI. The fact that the equipment just sits there giving a passive aura buff in a radius is the entire reason for it's inadequacy to begin with. Magic jesus box is too magic, and anti-magic jesus box (was) too magic. It's like trying to balance factions by adjusting their weapons. Oh wait....
Honestly, PGI is too incompetent to resolve the issue in an intelligent, timely fashion, so both of us are just going to have to deal with "adjustments" to radii as a band-aid fix. If it doesn't have anything to do with making geometry an attractive purchase, then it gets put on the back burner. I still really like the sensor/radar ideas though.
Edited by bobF, 08 December 2014 - 11:32 AM.
#189
Posted 08 December 2014 - 11:36 AM
Quote
Again, you realize that the system laid out here involves in the players pushing more buttons to turn their active sensors on and off, right?
#190
Posted 08 December 2014 - 11:46 AM
#191
Posted 08 December 2014 - 11:54 AM
I think giving information denial a larger role and discouraging "Deathballing" will go a long way to making this the "think man's shooter" that MWO claims to be. With these changes, splitting up lances would be a viable option, but deathballing would still be equally viable (concentration of fire and detection). Not to mention it puts skill back in tracking enemy movements beyond "wait for the dorito and press R for LRM spam".
#192
Posted 08 December 2014 - 12:22 PM
I do think ECM and BAP could have a little stronger utility than you suggest, like for example ECM could slightly reduce the radar footprint on nearby friendly mechs, but not as much as for the carrier. But I like the general concept of how they would work.
The concept of radar footprint strength would also open up for the idea of differently sized doritos on the radar. In other words mechs with ECM or passive radar would look smaller in addition to their reduced detection range until the info gathering was complete ("I have something behind this ridge here, looks like a medium...oh **** no wait it's a D-DC!").
#193
Posted 08 December 2014 - 01:57 PM
Sjorpha, on 08 December 2014 - 12:22 PM, said:
I do think ECM and BAP could have a little stronger utility than you suggest, like for example ECM could slightly reduce the radar footprint on nearby friendly mechs, but not as much as for the carrier. But I like the general concept of how they would work.
The concept of radar footprint strength would also open up for the idea of differently sized doritos on the radar. In other words mechs with ECM or passive radar would look smaller in addition to their reduced detection range until the info gathering was complete ("I have something behind this ridge here, looks like a medium...oh **** no wait it's a D-DC!").
Yeah, there could potentially be a lot of varying levels of fidelity added to the sensor modeling, although the suggestions I've made here are intended to be a first pass.
Long term, MWO could potentially incorporate some of the stuff that Star Citizen is doing, in terms of more highly modeled sensor mechanics, with false/fuzzy signatures, making detections less of a binary yes/no element.
#194
Posted 08 December 2014 - 01:59 PM
Roland, on 08 December 2014 - 01:57 PM, said:
Long term, MWO could potentially incorporate some of the stuff that Star Citizen is doing, in terms of more highly modeled sensor mechanics, with false/fuzzy signatures, making detections less of a binary yes/no element.
Could also add some quirk elements to it like giving certain mechs even more advantage if they were normally good with sensors etc. A Cyclops with better detection might help give it the edge it needs in the assault class.
#195
Posted 08 December 2014 - 03:42 PM
bobF, on 08 December 2014 - 11:32 AM, said:
That's suggesting that there's already little nuance to the gameplay to begin with. Weapon groups and ranges, torso twisting, and the existing sensor mechanics and counters already provide nice depth to this game and leave CoD kiddies nicely stymied. There IS a line at which the game just becomes too complex and confusing, and I've been pretty outspoken in saying that this thread approaches the line.
If you want more depth to information warfare, it should be relegated to certain mechs or equipment whose pilots are actually devoting themselves to the concept. Across-the-board changes that require more overlapping Venn diagrams is really pushing it.
One area I agree with you: gameplay elements should be visible and dynamic, not passive. Asking for dev resources on a change that doesn't alter a whole lot to the naked eye might not be realistic.
Edited by Rebas Kradd, 08 December 2014 - 03:43 PM.
#196
Posted 07 January 2015 - 09:12 AM
#197
Posted 07 January 2015 - 09:31 AM
His ideas cleanly address some serious issues with the game. Well done.
#198
Posted 07 January 2015 - 10:55 AM
#199
Posted 07 January 2015 - 10:59 AM
#200
Posted 23 March 2015 - 11:43 AM
Edited by Krysic, 23 March 2015 - 11:44 AM.
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