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Roland's Treatise On Ecm And Sensors

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#61 Kirkland Langue

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Posted 17 September 2014 - 06:56 PM


View PostRoland, on 17 September 2014 - 02:52 PM, said:



No, not at all... They would still be guided missiles.


And with Narc or a Tag, they'd still be able to lock and fire onto mechs indirectly.



I would make to missiles would be that I would revert them to their original mechanic they had in closed beta, where missiles continue to track a target once fired, without the shooter needing to hold lock. ... Further, I suggest making it such that LRM's do not actually need a radar lock to fire on a target. That is, if you can directly see an enemy mech, you can lock LRM's onto it regardless of whether it's within radar detection range.


So you could pop out from cover, fire directly at an enemy 800M away, then dive back behind your cover - your missiles would still track the enemy should he decide to dive behind cover. You would only be exposed to view for half a second (if that), and if you happen to be in a Hunchback you would remain untargetable unless the enemy happens to have an active BAP.

I suspect you might have to cut that LRM range down.

#62 Felicitatem Parco

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Posted 17 September 2014 - 07:44 PM

Weight-Based Detection: Sounds good, except have it range from 1000-800m (even a 20-ton hunk of metal, ceramics, and polymers can be detected pretty easily).



Non-LOS Radar: I have to disagree. It "dumbs the game down" by reducing the effectiveness of Information Warfare features such as Thermal Vision, Magnetometer (future Module), Night Vision, Seismic Sensors, and the need for scouts to actually "look" for the enemy. It would render a lot of the game's inventory obsolete.

It encourages teams to hide and PopTart in unison and also punishes the players who move into the open in a maneuver to engage. It would greatly slow the pace of battle, since there is no reason anymore to move around corners to look for the enemy.



Introduction of active and passive detection modes - As a general concept, it's good. Turn radar off to decrease your visibility, and FURTHER decrease your sensor ranges. If going passive decreases your radar profile X-fold, it should decrease your ability to detect enemies 1.5 - 2 X-fold, in my opinion.



Changes to ECM and BAP - I can't agree with this one, as it greatly reduces the game complexity and makes information warfare more bland. I want ECM to have a "more than one Mech effect," but I think BAP should be buffed instead of Nerfing ECM into nothing more than anti-BAP. That would be boring.

I would rather see BAP get an effect where a Mech with BAP can detect enemy Mechs that are cloaked under ECM a little more easily by reducing the range they can stray form their own ECM before they become lockable by a Mech with BAP. THAT, right there, would make them more in tune with eachother.



LRMs - I honestly feel that LRMs should require a lock to track their targets. Loss of a lock means the missiles have no guidance, and they will just continue heading where they were going (like they do now). There's no reason to give them guidance in the absence of a lock.

If you want to make them more consistent weapons, then they should experience a wider flight pattern in the absence of LOS (like the difference between Art. and non-Art. LRMs when you have LOS), but couple them to the fact that BAP should make ECM Mechs at long range easier to detect if they stray from their ECM-hosting teammate.

Edited by Prosperity Park, 17 September 2014 - 07:45 PM.


#63 Wolfways

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Posted 17 September 2014 - 07:56 PM

View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

LRMs - I honestly feel that LRMs should require a lock to track their targets. Loss of a lock means the missiles have no guidance, and they will just continue heading where they were going (like they do now). There's no reason to give them guidance in the absence of a lock.

The problem with having to keep the lock for the whole missile travel time is that the firing mech has to stare directly at the target all that time. As torso twisting is so important for survival in MWO it means that not being able to torso twist is basically letting the target shoot out your ct. Firing LRM's directly is currently pretty much as close to suicide as it gets.

#64 El Bandito

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Posted 17 September 2014 - 07:57 PM

These are some very interesting ideas that can change the game flow entirely. My onyl concern is that the changes willr equire extensive reworks on the existing systems as well as bringing in new ones. Not that it is a bad thing, but Russ personally wants to keep the changes to minimum, preferably contained within ECM alone.

Therefore I will support Livewyr's proposal for now.

http://mwomercs.com/...rofound-change/

#65 Quicksilver Aberration

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Posted 17 September 2014 - 08:04 PM

View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

Weight-Based Detection: Sounds good, except have it range from 1000-800m (even a 20-ton hunk of metal, ceramics, and polymers can be detected pretty easily).

Interesting that you bring realism into this considering...

View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

LRMs - I honestly feel that LRMs should require a lock to track their targets. Loss of a lock means the missiles have no guidance, and they will just continue heading where they were going (like they do now). There's no reason to give them guidance in the absence of a lock.

If you want to make them more consistent weapons, then they should experience a wider flight pattern in the absence of LOS (like the difference between Art. and non-Art. LRMs when you have LOS), but couple them to the fact that BAP should make ECM Mechs at long range easier to detect if they stray from their ECM-hosting teammate.

As far as I know, current gen missiles are self-contained, once they have a lock, they don't rely on the launcher anymore.


View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

Non-LOS Radar: I have to disagree. It "dumbs the game down" by reducing the effectiveness of Information Warfare features such as Thermal Vision, Magnetometer (future Module), Night Vision, Seismic Sensors, and the need for scouts to actually "look" for the enemy. It would render a lot of the game's inventory obsolete.

It encourages teams to hide and PopTart in unison and also punishes the players who move into the open in a maneuver to engage. It would greatly slow the pace of battle, since there is no reason anymore to move around corners to look for the enemy.

Bolded the important part, this is what many players of been clamoring for due to the increased TTK, granted this would far from solve the TTK issue, it would give people the ability to be more cautious since they can see when 5 mechs are staring where they are about to crest. It actually gives the DC a much better ability to gauge the appropriate time to push.
I also wouldn't say Seismic have really added into information warfare so much as become part of the standard sensors for many competitive teams (I wonder why......). While it may render things like 360 targeting obsolete, those have been fairly worthless and in dire need of a change for a while now anyway, so nothing really changes given the current state of things.


View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

Changes to ECM and BAP - I can't agree with this one, as it greatly reduces the game complexity and makes information warfare more bland. I want ECM to have a "more than one Mech effect," but I think BAP should be buffed instead of Nerfing ECM into nothing more than anti-BAP. That would be boring.

I would rather see BAP get an effect where a Mech with BAP can detect enemy Mechs that are cloaked under ECM a little more easily by reducing the range they can stray form their own ECM before they become lockable by a Mech with BAP. THAT, right there, would make them more in tune with eachother.

BAP should be an equal counter to ECM if ECM's stealth is kept. That is to say, if ECM can spread the wealth to the group, so should BAP. The only way to truly be in tune with each other, is to ensure that one cancels the other out. While I think more could be added to Roland's suggestions for ECM/BAP, they are at least equal and not what most of these suggestions boil down to (keeping all but a one factor of ECM, and still relegating BAP to be an inappropriate counter).

Edited by WM Quicksilver, 17 September 2014 - 08:08 PM.


#66 Wolfways

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Posted 17 September 2014 - 08:05 PM

I like the proposal...but (You knew there was a but coming :P ) i still think ECM/BAP should have the abilities they had in TT, including the AOE bubble.

Also ,how would UAV work with this? (I don't think it was mentioned. If it was i apologize)
Would it need to be changed in any way?

#67 Xmith

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Posted 17 September 2014 - 08:50 PM

I will keep this simple without explanation.

If the council is formed and some of these proposals are up for a vote, only active/passive sensors would get a yes.

#68 DocBach

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Posted 17 September 2014 - 09:05 PM

I'm not sure active and passive sensor changes would even be considered within the realm of changes to ECM. This would be literally a complete redesign of information warfare from the bottom up. Russ said he was looking for changes to ECM, and perhaps a system(s) it interacts with, but a complete reengineer of the pillar might be going overboard for the restrictions put on this council experiment.

#69 Khobai

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Posted 17 September 2014 - 09:10 PM

Way too complicated.

Why not just have two different sensor ranges?
Light/Medium = 800m
Heavy/Assault = 400m

Thats nice and simple, no need to memorize different sensor ranges for different mechs, and it creates a strong dependency on lights/mediums for scouting/spotting.

Edited by Khobai, 17 September 2014 - 09:12 PM.


#70 Roland

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Posted 17 September 2014 - 09:26 PM

View PostKhobai, on 17 September 2014 - 09:10 PM, said:

Way too complicated.

Why not just have two different sensor ranges?
Light/Medium = 800m
Heavy/Assault = 400m

I actually addressed this point specifically in my original post, here:

Quote

Others have previously suggested that weight class have an impact on detection range, but I'm going a bit further here and suggesting that it be related to the actual weight of the mech itself, as this helps address a common issue that we see, where lighter mechs in a class (like the locust) lack purpose.
This provides a significant benefit, in that lighter mechs suddenly have a reason to exist, which is sorely missing from the current game. Again, what I'm saying here is not simply that LIGHT mechs will have a reason to exist (although they are sorely under-represented in the overall player population, as evident by their consistently low drop counts, often dropping into single digit percentages). But rather LIGHTER mechs will have a benefit. So in any given weight class, the lighter mechs will have some stealth benefit that will help to counter their relative lack of tonnage compared to the heavier mechs in their weight class.


#71 Khobai

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Posted 17 September 2014 - 09:47 PM

Quote

Again, what I'm saying here is not simply that LIGHT mechs will have a reason to exist


Eh not really. Nobody is gonna use a locust because it has slightly longer detection range. Its gonna take way more than that to make the locust worth using.

#72 YueFei

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Posted 17 September 2014 - 09:54 PM

Personally I'd rather have the non-LOS detection ranges shorter than what you have proposed, but otherwise I like the concept.

#73 EvilCow

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Posted 17 September 2014 - 09:59 PM

I support the proposal as a base for discussion. Numbers may need tweaking but the structure is solid.

Personally I would enhance the difference between Assaults and Lights, for example 1000...400 as base detection range.

Edited by EvilCow, 17 September 2014 - 10:00 PM.


#74 Roland

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Posted 18 September 2014 - 06:04 AM

View PostProsperity Park, on 17 September 2014 - 07:44 PM, said:

Weight-Based Detection: Sounds good, except have it range from 1000-800m (even a 20-ton hunk of metal, ceramics, and polymers can be detected pretty easily).

If you compress the difference down to such a narrow band, you effectively remove most of the advantage that lighter mechs end up having.

I think that the difference going between 1000 and 600m is pretty solid from a gameplay perspective.

Quote

Non-LOS Radar: I have to disagree. It "dumbs the game down" by reducing the effectiveness of Information Warfare features such as Thermal Vision, Magnetometer (future Module), Night Vision, Seismic Sensors, and the need for scouts to actually "look" for the enemy. It would render a lot of the game's inventory obsolete.


It encourages teams to hide and PopTart in unison and also punishes the players who move into the open in a maneuver to engage. It would greatly slow the pace of battle, since there is no reason anymore to move around corners to look for the enemy.


Yes, I understand the reluctance to move to what could potentially be perceived as a "simpler" radar model.

However, that being said, the problem is that the current LOS model prohibits a lot of the scouting activities that made "information warfare" in Mechwarrior 4 more rewarding. The LOS model, as currently implemented, currently results in simpler gameplay. And I think that what we want is complexity in the enabled gameplay, not necessarily complexity in the fluff description of how the radar system works, right?

Regarding things like special "modules", I gotta suggest that the idea of only enabling major features of gameplay through modules, instead of through built in features of every mech, is problematic. In the case of things like the seismic sensor, the big issue wasn't necessarily the simple fact that it allowed non-los contacts... The issue was the fact that it was an "optional" sensor, that was in reality absolutely required.... and the fact that it didn't really have any of the depth I'm presenting here with varying detection ranges. It was basically a very slightly simplified version of MW4's radar.

This is important to note here, that the system I'm proposing is not simply MW4's radar. The range variation in detections adds quite a bit of complexity and nuance on top of it. But this highlights the portion which must be paid attention to in terms of contact management.

With the current LOS system, contacts are effectively all managed via LOS... You maneuver your mech to gain LOS on targets, and this provides you with data that can be relayed to your team.

With the system I'm proposing, maneuvering is no less complex to maintain contacts. But you must recognize what kind of maneuvering you are required to do... In the system I'm presenting here, you are maneuvering your mech and adjusting your sensor state to control the RANGE of your sensors compared to the enemy.

What this enables, which is currently missing from the LOS system, is that you can actually maneuver your mech and use your sensors in such a way as to gain contact while staying hidden. In a system based solely upon LOS, this is effectively prohibited, as having LOS means that they can generally see you... it ends up being mainly luck whether or not they just happen to be looking in your direction when you establish LOS.

And with contacts being determined purely by LOS, the nuanced range differences for different mechs will tend to be meaningless. You won't really be able to control your range to the extent required to leverage that aspect of the sensor gameplay, because most times you won't gain contact until they are well within the edge of your sensor range, once you happen to turn a corner.

That being said, Amaris the Usurper has come up with some interesting ideas that center on these issues.

Ultimately, the issue boils down to this... as it stands, the LOS radar doesn't really do a whole lot for you. It's a sensor which is effectively redundant with your eyes, due to its extremely limited range. In the real world, people don't use radar to detect things that are only a few hundred meters away. You have the eyeball mk1 for that.

Calling it "radar" is perhaps part of the problem... In a mech, the "radar" would be a feed from a bunch of different sensors, detecting all kinds of stuff, some of it non-LOS based.

But we need some sort of system which is non LOS based to facilitate the kinds of range based gameplay that I've described.

Amaris has a number of ideas about making non LOS detections more realistic, while making the potential sensor detection mechanics more in-depth. The downside of these ideas, however, is that they will complicate the development process. I'll ask him to post up some of his ideas here. Generally, he's got a very good mind for this kind of discussion.


Quote

Introduction of active and passive detection modes - As a general concept, it's good. Turn radar off to decrease your visibility, and FURTHER decrease your sensor ranges. If going passive decreases your radar profile X-fold, it should decrease your ability to detect enemies 1.5 - 2 X-fold, in my opinion.

I agree with this, I believe. I think that's how I had it descibed, didn't I?

Generally, an active mech will detect a passive mech prior to the passive mech detecting the active one, if both are the same size. For the example of the atlas, an active atlas will detect a passive atlas at 600m, while the passive one won't detect the active one until it gets within 400m.





Quote

Changes to ECM and BAP - I can't agree with this one, as it greatly reduces the game complexity and makes information warfare more bland. I want ECM to have a "more than one Mech effect," but I think BAP should be buffed instead of Nerfing ECM into nothing more than anti-BAP. That would be boring.


I would rather see BAP get an effect where a Mech with BAP can detect enemy Mechs that are cloaked under ECM a little more easily by reducing the range they can stray form their own ECM before they become lockable by a Mech with BAP. THAT, right there, would make them more in tune with eachother.

The thing is though, you're not really adding any kind of fun gameplay with this. Complexity does not inherently equate to fun.
In the system you describe, basically all it does is make it such that you need to bring BAP if you want to use missiles.

Generally, having ECM prevent missile lock is one of the big reasons why it screws up balance, and it's one of the reasons why LRM's have been so hard to balance.





Quote

LRMs - I honestly feel that LRMs should require a lock to track their targets. Loss of a lock means the missiles have no guidance, and they will just continue heading where they were going (like they do now). There's no reason to give them guidance in the absence of a lock.

I'm not sure why you think this.

It's how they worked in closed beta.. it's how missiles in the real world work.

And generally, I suspect it would make LRM's more fun to use, with less wasted ammo.

#75 Reno Blade

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Posted 18 September 2014 - 06:26 AM

It's quite a long post but a good read.

The sensor system depending on weight = great.
ECM/BAP beeing 25% modifyer = great.
Passive /Active = not sure yet, as its a huge gap between the max ranges. 60% and 40% might be too much together with the ranges of smaller mechs.


Did I understand it right that you can always see people in your range, no matter what is around you/him?
It would remove radar cover totally (and also the use for UAV), wouldnt it?

I rather have seismic / magnet / radar sensors beeing able to be blocked by terrain/buildings etc.
Part of tactics and strategies is to hide and move behind cover.
Using Seismic around a ridge to know when someone comes is a great thing and it should not be always on.

#76 Roland

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Posted 18 September 2014 - 08:16 AM

View PostReno Blade, on 18 September 2014 - 06:26 AM, said:


Did I understand it right that you can always see people in your range, no matter what is around you/him?
It would remove radar cover totally (and also the use for UAV), wouldnt it?

I rather have seismic / magnet / radar sensors beeing able to be blocked by terrain/buildings etc.
Part of tactics and strategies is to hide and move behind cover.
Using Seismic around a ridge to know when someone comes is a great thing and it should not be always on.


Well, recall here that the detection ranges we're talking about will generally be DRAMATICALLY reduced compared to your current visual detection range. For a passive locust, even if you're active you won't see him on your radar until he's within 360m.

I think this is the really key point that many are overlooking... as many folks are imagining it will just be like MW4, where generally you were detecting another active mech from 1000m out in any direction. (although even in that situation, most players were constantly going back and forth between active and passive to reduce their radar footprint down to 600m)

Under this system, those detection ranges are much smaller.. meaning that in many cases your best sensor is still going to be your eyes.

And this, in turn, means that using cover to go undetected is still of absolutely critical importance... because if you're sneaky, you'll be able to get quite close to the enemy without them knowing you are there.

And in this regard, the non-LOS based model actually facilitates such tactics.. because a light mech will potentially have contacts on the heavier enemy mechs, despite he himself being undetectable, because he's outside their detection range, and also under cover so they cannot spot him visually.


In terms of UAV's, I would imagine that a UAV would give you a much wider detection range than mechs are normally going to be picking up. For instance, you could pop a UAV, and it would spot the locust who is sneaking around 400m from you, despite the fact that your normal sensors can't detect him.

#77 Kyzar Kon

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Posted 18 September 2014 - 08:21 AM

Do I like it : Yes

Will it happen : No

#78 DONTOR

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Posted 18 September 2014 - 08:35 AM

Well I usually disagree with many ideas you have Roland, but I think this plan could work quite well. Not to mention I agree that it would be fairly easy on PGIs part to implement it.

The part I liked best though was the LRMs needing their own LOS, thus giving TAG a really unique feel on a light mech, providing missle locks with a purpose.

Very well thought out! :)

Oh BTW do you think LRMs would need a slight speed buff due to LOS being needed? I think that they would.

Edited by DONTOR, 18 September 2014 - 08:37 AM.


#79 Roland

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Posted 18 September 2014 - 08:38 AM

Well, the point of this post is just to get those ideas out there, so that whenever the community gets its act together and starts thinking of actual changes to implement, that these ideas have at least been seen.

#80 Chronojam

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Posted 18 September 2014 - 08:50 AM

Conceptually this can be boiled down to a few particular points of order, but Roland has done a fantastic job elaborating on those points, and demonstrating how they would work in-game. This has my full support as a first step in overhauling information warfare and the ECM/BAP/Scouting paradigm. To be quite clear, if every single thing presented here were implemented as stated, I would be satisfied with those changes although we should do our due diligence by testing things on the test-server.

I have some additional thoughts about small passive bonuses to ECM/BAP, such as allowing BAP to continue to allow you to detect shut down mechs (perhaps at your passive range) and allowing ECM to interfere with NARC and Artemis guidance, and some changes to missile behavior.

For example, 3055/3065 tech allows for HARM style LRM ammo that seeks out people using BAP, ECM, C3 networks, NARCd targets, and canonically even those launching Artemis missiles. There are even 3050 tech launchers that are an AMS that auto-fire Streak beacons that attract the attention of all Streak launchers for a short while, causing them to home in on the beacon instead of you.

If you thought "ECM exists" was the extent of interesting EWAR options for MWO, you're missing out on a lot of cool stuff with interesting tradeoffs.

Once again, bravo Roland.





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