Primary alterations I would make to referenced post:
Sensors
1: Reduce the information normally available to a pilot through sensor use. Scrap this. Directly scouting should be rewarded with in-depth info.
2: Reduce the value of piggybacked target locks. Let us see the name, the ‘mech chassis (but not precise serial number), and lock for LRM fire, but that’s it. In fact, given that Artemis already doesn’t do anything to a target a pilot doesn’t have direct line of sight on, it shouldn’t be hard to extend that
limitation to things like sensor modules and so on. This would make scouting more of a skill, and require more attention to communication from players- always a good thing in a team-oriented game like this. Plus it allows even more add-ons for scouting, like additional skills and modules.
ECM
3: ECM should mostly just do what a two-slot, one-and-a-half-tonne item should do: mung with other advanced electronics equipment. If you’re really in love with
degrading weapons lock-on times, then fine, but having ECM
completely break sensors is out of line. Instead, have it disable Artemis as though Line Of Sight were broken, and turn off NARC beacons under its ‘umbrella’. This also results in a slight improvement in value to the Anti-Missile System, but I’ll get to that later. Beyond that, just make ECM jam or otherwise mess with other advanced sensor stuff, like the Target Lock Retention or Target Info Gathering modules.
4: Let ECM prevent target lock piggybacking- that is, a 'mech under an ECM bubble can still be target locked, but nobody can gain an indirect lock through an ECM umbrella. This would provide the same protection against indirect LRMs without making LRMs useless, and would to some degree mimic the Beagle-proofing that was part of the original intent of ECM to begin with.
NARC
5: This actually then doesn’t need much of a change. The way it is currently comes out essentially untouched at the end of the sensor tweak mess, and with more people actually able to use LRMs on a regular basis (rather than being a diceroll as to whether or not they’ll be useful) it comes out as a valuable piece of equipment.
Amend this: NARC shouldn't allow weapons locks without line of sight from at least a friendly if not the locking unit.
Target Acquisition Gear
6: No longer needs to cut through ECM. Still improves weapons lock time, though. Might want to look into a way to keep it from occupying an energy slot? Doesn’t seem too bad a deal regardless, though. Should still function through ECM. Also throw out the stupid thing where using your laser pointer while in an ECM bubble somehow prevents the little red light from being the right shade of red for missiles to follow it. This makes no sense currently.
Beagle Active Probe
7: This can now do what it’s supposed to- detect shutdown ‘mechs. Improving sensor range seems neat too, and doesn’t feel like something completely egregious on a piece of equipment that size.
Maybe Absolutely drop the missile lockon time thing if you also remove the opposite lockon time thing from ECM
and if not, just make it counter that effect of ECM instead.
LRMs
8: Reduce LRM value for targets that aren’t being directly viewed. You already have code in there somewhere that prevents Artemis from taking effect when the launcher doesn’t actually have LOS, this can’t be that hard to pull off. If you want it to come off really smooth, here’s what you do: Have LRMs travel slower and in higher arcs
than they currently do or at least comparable or equal to current when firing indirectly, and have them travel faster and more straight-line
than they currently do when firing on a target with line of sight. This would make LRMs more valuable direct fire weapons while preventing some of the ridiculous trick shots pulled off by breaking and reacquiring lock, and would make Target Lock Retention modules less deadly while still keeping them valuable and relevant.
Edited by Quickdraw Crobat, 21 April 2015 - 02:29 PM.