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.