Way back at the dawn of MW:O there existed a Dev Blog about Information Warfare (you can read it here: http://mwomercs.com/...mation-warfare/). It laid out an exciting framework that would help make the battlefield a more dynamic environment. While it can be argued about whether this particular feature was delivered as described, arguing about the "completeness" of Information Warfare is not the purpose of this post. Instead I am here to propose ways to liven up the current version of Information Warfare, as well as suggest a possible implementation for C3 Networks that would make sense within MW:O.
My apologies in advance for the upcoming wall of text.
At it's core, Information Warfare in MW:O is broken down into three components:
- Acquiring a Target
- Gaining Information about that Target
- Sharing Information about that Target
1. Acquiring a Target (Getting the Dorito)
The first stage of Information Warfare is trying to acquire a target. When I say "acquire a target" I mean "make a hollow triangle appear over the mech". In order to lock a target, you much first acquire the target.
Currently in MW:O you acquire any target that is within your sensor range instantly, so long as it is not covered by ECM.
My proposal is to make acquiring a target take time, based on the following factors:
- Radar Deflection
- Target Weight
- Sensor Strength
- Distance to Target
The blue circle represents you, the red circle an enemy mech, the green triangle is the area your sensors detect in and the green line is the axis you are currently facing down. In the Left image, the target is more deflected (further from where you're looking - like something in your peripheral vision) whereas in the right image the target is less deflected. In general targets that are more deflected would take more time to acquire (IE: something standing at the edge of your Sensor area would not get acquired right away), whereas targets with almost no deflection would be acquired instantly (so if you put your crosshairs over something, you can acquire it).
Sensor Strength simply refers to the power of your sensors, which is affected by equipment such as BAP, Targeting Computers and Command Consoles (as well as Modules like Advanced Sensor Range). If you have a longer base sensor range, you can acquire deflected targets more quickly.
The distance to target is self-explanatory. It would interact with Radar Deflection (so a distant and deflected target takes more time to acquire than a close and deflected target).
Once a target has been acquired, it remains acquired until it leaves your LOS.
Why make these changes? In the current state of MW:O, flanking maneuvers are extremely difficult to pull off unless the enemy is extremely inattentive or the ground is completely covered. In fact, the only way to reliably move mechs around the edge of the battlespace is under the cover of ECM. These changes would essentially make it so that if you became exposed while moving between two pieces of cover - at the edge of the enemy's sensor range - they wouldn't instantly acquire you as a target. This allows for greater stealth gameplay, as well as putting an increased reliance on situational awareness (since someone can detect you if they look directly at you, having people actually watch the flanks becomes important).
Making these changes also interact with mech size means that Light and Medium mechs will be easier to conduct flanking and scouting maneuvers with, which helps promote role warfare. Bear in mind that if you put your crosshairs over a target within your sensor you, you instantly acquire the target.
2. Gathering Target Information
Once you've acquired a target, you can lock the target by pressing the 'R' key. Once you've locked a target, you begin gathering information about the target. This information is gathered in stages, with the final stage being the displaying of the target's armor status and weapon loadout in the upper right corner of your HUD.
The time it takes to gather information is currently governed by your distance from the target, the presence of ECM, and special equipment you may have equipped (BAP, Target Info Gathering Module, Command Console, Targeting Computer).
I don't think this system needs a particular overhaul, though I would like to see the distance-based times be modified by sensors. For instance, at 500m it takes 3.5 seconds to gather target information, while at 501m it takes 5 seconds. I would like to see any equipment that increases sensor range also affect these ranges. For example, equipping a BAP would mean that you start getting the 3.5 second time at 625m instead of 500.
On the whole I don't have issues with the current implementation of Gathering Target Information. It would be nice to see more modules / equipment that modify these times (for instance, some sort of defensive module that increases the time that it takes for other people to get your information, or a module that gives out 'false' information initially and gives out the 'true' information after) as well as a system where you only get information about the currently visible portion of the target (so if you had half of your mech hidden behind a wall, I could only gather information about the half that is currently visible).
3. Sharing Target Information
Currently, once a player has targeted and enemy mech and gathered that mech's information, any other player on their team can then target that mech to instantly receive the target's information, so long as neither player is under the effect of ECM.
This system could use some work to make it more interesting. One change to make is to preferentially share data within lance before allowing it to exit. This would encourage more lance-level coordination, as lance members would have a coordination advantage over non-lance members. That said, the quickest and easiest change would be to make it so that the speed of information sharing is proportional to your distance from the mech that has the target's information when that ally is outside of your LOS (if they are within your LOS, the info sharing should be instant).
Information Warfare Conclusion
I think Information Warfare is currently a moderately interesting and often overlooked mechanic in MW:O. Adding features like those I've suggested are ways to make Information Warfare a more dynamic and involved component of MW:O, which will help create more interesting gameplay.
C3 Networks
For those who don't know, a C3 Network is formed when one or more C3 Slave units are connected to a C3 Master. C3 Master/Slaves are components mounted in a battlemech, similar to BAP. The purpose of a C3 Network is to promote information sharing within a unit of battlemechs.
C3 has interesting possibilities in MW:O. While in TableTop it acts as a fancy targeting computer, that implementation cannot translate to MW:O. Instead, we should focus on making the C3 Network a powerful Information Warfare tool by giving it the following abilities (NOTE: all of the following assume that the user is part of a C3 Network and their allies are also part of the network):
- Allow you to see acquired (unlocked) targets in allied LOS
- Receive a second targeting box (IE: on the HUD a second container that can be populated with enemy mech data appears).
- Allow the highest-ranking player with a C3 Master to select a 'secondary' target in addition to their primary target. This secondary target populates their second targeting box. All players in the C3 Network receive the secondary target of the C3 Master as their secondary target. All secondary targets are marked in a different color (IE: they have a purple box instead of the red box).
- Members of a C3 Network have faster target information gathering if the target lies within an overlapping section of their sensor areas.
- Members of a C3 Network have faster target acquisition within their overlapping sensor areas.
- Targeting a mech within your LOS acts as TAG against that target for members of your C3 Network
- Members of a C3 Network share target information faster
- C3 Networks can be disrupted by ECM. If a member of a C3 Network falls under the influence of ECM, they are cut off from the network and lose all associated abilities and bonuses.
The red circle is within the overlapping sensor area of the two blue circles.
Using this implementation, a C3 Network is a useful tool to increase the coordination of a Lance or Company. Most of this could actually be implemented regardless of my proposed changes to the rest of the Information Warfare suite, as the inclusion of a second target monitor would increase lance coordination drastically.
However these are only my humble opinions. What do you think?