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Information Warfare


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#1 happy mech

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Posted 27 May 2015 - 11:58 AM

hello, what could the information warfare be in this game? imo there are too many hero-mode things that make this hard
  • losing line of sight does not mean losing lock, this also means you cannot hide from lrms, remove this (and target decay and radar deprivation) and lrms can be made useful
  • seismic sensor, who would need a scout when you already have the most important information? overpowered, remove it
  • ecm, hide whole team from sensors for 1.5 tons? nothing can compete with this
  • no passive sensor mode, if light mechs cannot run around map and find good locations (then turn sensors on), they cannot be spotters, need passive sensor mode

ecm could then work to deny the nearest mech any target information, being countered by closest bap (both close range, both 1.5 tons)
tag could have bigger bonus for gathering information
that is for the start

#2 Lankaster

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Posted 27 May 2015 - 03:12 PM

^^^^^^^^YES YES YES YES YES^^^^^^^^^

#3 50 50

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Posted 27 May 2015 - 07:49 PM

Information warfare is fairly minimal at the moment.
Most of it comes from people detecting a mech and using VOIP which provides more situational awareness than the ability to really implement tactics based on the information.
I feel this is more because of the size of the maps and the timer for the matches.
It's probably more relevant in the Community Warfare matches as well given the different objectives, map sizes and match duration but it's an area that could certainly be improved and expanded on.

I have no problem with the modules and ECM.
A passive radar option would be nice to reduce your radar profile.

To make Information Warfare more relevant it would need to be expanded on and it's really about:
  • What kinds of information can be relayed that is relevant. (scope)
  • How can this be presented to the players in a meaningful way. (display)
  • What actions can then be taken to make use of this information, what is the purpose of obtaining this information. (function)
At the moment we only have the ability to detect targets in mechs and turrets.

That bit works fine but could be built on.
As an example:
  • Allow information on targets to be collected and accumulated = Increase the scope
  • Display this collected information in the battlegrid (I've seen some other posts about this sort of thing) = Improved display
  • Give players the ability to select a target from the battlegrid which will create a way point marker to the target's last known location. = function.
But there should be other options beyond just mechs and targets.

One simple suggestion is to not have the conquest points and bases on the regular drops visible on the HUD or battlegrid.
If these were bits of information that had to be scouted out and discovered first, that would shake up those two modes.
Would want to randomise the locations to make it work, but that shouldn't be to hard to do.

Edited by 50 50, 27 May 2015 - 07:50 PM.


#4 happy mech

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Posted 28 May 2015 - 09:34 AM

currently there is too much information and mechs are independent (3.5 sec locks, seismic, ecm), i would definitely not add even more stuff like the ghost heat or quirks do, but cut it down and build the features with reason

#5 Sonny Black

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Posted 05 July 2015 - 02:29 PM



#6 GI Journalist

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Posted 06 July 2015 - 04:08 AM

View PostSonny Black, on 05 July 2015 - 02:29 PM, said:



There are some good ideas here worth looking into.

#7 Greyhart

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Posted 29 July 2015 - 04:32 AM

really good explanation and idea. in the video

Simple change that would make things interesting

Edited by Greyhart, 29 July 2015 - 04:32 AM.






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