feor, on 28 November 2011 - 07:47 PM, said:
Scout mech A puts his targeting reticule on a spot and hits his "designate target" button. If he has a Tag, it kicks in, but that doesn't really help unless you're calling in Arrow IV. (TAG guided LRMs won't come into existence until the Mariks perfect the Semi-guided LRMs in 3058)
All friendlies (not affected by ECM) get a new target pop up on their HUD, you targeting point for barrage fire. They get to somewhere they aren't just immediately firing into a building, pick that target, wait for the tone, and pull the trigger. Those LRMs will then land in a roughly 30m wide circle centered on the target point of the designation.
Actually it is pretty complex within a FPS input setting, unless you are suggesting that hand guided missiles are smart munitions that will automatically avoid any and all obstacles in their path including and not limited to the firing arc of which they leave the machine and have infinite turning capabilities. Let me draw a bad picture to try and illustrate what I am getting at.
Now, do you allow the weapon to fire at a target which is on the radar, but have no "beam" site to guide it to the target in order to simulate indirect fire? If so, do you then force all the shooters except D potentially to "aim" at the sky and then guess how to hook the missiles while in flight over or around the obstacles or do they just know that the intended target is the one selected by the spotter B and automatically fly into the best possible arc to strike him? Do missiles have a limited turning arc rendering anything above say 60 degrees over say 10 meters invalid, or can they do 90 degree turns or greater in the space of less than 1 meter? When "aiming" at the sky in order to give the missiles a chance to clear the obstacles, how do you represent the target's motion and relative position if no radar lock is achieved via hud and only visual spotting occurred through the spotter?
Really, you must split these kinds of hairs when referencing a situation like this.