

Role Warfare – Give Light Mechs A Unique Ability
Started by CDLord HHGD, Aug 17 2015 11:52 AM
9 replies to this topic
#1
Posted 17 August 2015 - 11:52 AM
Allow Lights to be the only class that can share RDD (Red Dorito Data). Any enemy mech detected by the Light gets transmitted to all other mechs on the team including other Lights. For the Light to detect the enemy mech, it has to be detectable (i.e. accounting for ECM and LoS, etc.). This can be EMULATED with the use of the C3 module. Make the Cicada unique by giving it this ability as well (being a Medium known to be used as a heavy scout).
All other mechs NOT Light or Cicada can only have the targeting data it would otherwise from having LoS to the target and that information is NOT shared with other mechs.
All other mechs NOT Light or Cicada can only have the targeting data it would otherwise from having LoS to the target and that information is NOT shared with other mechs.
#2
Posted 17 August 2015 - 12:21 PM
What about the Ice Ferret? fast Medium Scout like the Cicada.
The UrbanMech? city fighter, not a scout
The Panther? SLOW light designed as a fighter, not a scout.
I think Role Warfare should be individualized for not only weight class but also per mech. Too many mechs play outside of their weight class.
The UrbanMech? city fighter, not a scout
The Panther? SLOW light designed as a fighter, not a scout.
I think Role Warfare should be individualized for not only weight class but also per mech. Too many mechs play outside of their weight class.
#3
Posted 17 August 2015 - 12:25 PM
This idea has been suggested in the past.
Each mech would have a network radius and could only share sensor info with other mechs in its network radius
assaults would have very small network radius while lights would have very large network radius.
so lights would be required to share sensor information across teammates
Each mech would have a network radius and could only share sensor info with other mechs in its network radius
assaults would have very small network radius while lights would have very large network radius.
so lights would be required to share sensor information across teammates
#5
Posted 17 August 2015 - 12:29 PM
Tastian, on 17 August 2015 - 12:21 PM, said:
What about the Ice Ferret? fast Medium Scout like the Cicada.
The UrbanMech? city fighter, not a scout
The Panther? SLOW light designed as a fighter, not a scout.
I think Role Warfare should be individualized for not only weight class but also per mech. Too many mechs play outside of their weight class.
The UrbanMech? city fighter, not a scout
The Panther? SLOW light designed as a fighter, not a scout.
I think Role Warfare should be individualized for not only weight class but also per mech. Too many mechs play outside of their weight class.
Well, I did give one exception to the rule (Cicada) more to set a precedent then to chisel it in stone. Any mech not meant (by lore design) for the scout role would not have the ability to share RDD. So yes, an Urbanmech, known for city fighting, would not have this ability, but would then have an ability more suited to a Medium (I hesitate to go Heavy or Assault though). These mechs should be the exception though as the purpose of most lights would be to scout and that is where their value should lay.
#6
Posted 17 August 2015 - 12:30 PM
My opinion has always been the smaller/lighter a mech, the harder it should be to detect - a Locust standing still (passively) should be undetectable except at close range, like a limited ECM. Conversely, a 70 ton mech at full throttle running heat at 90% should give opponents a bonus when targeting them - almost like being lit up by a TAG.
Edited by stealthraccoon, 17 August 2015 - 12:31 PM.
#7
Posted 17 August 2015 - 12:34 PM
stealthraccoon, on 17 August 2015 - 12:30 PM, said:
My opinion has always been the smaller/lighter a mech, the harder it should be to detect - a Locust standing still (passively) should be undetectable except at close range, like a limited ECM. Conversely, a 70 ton mech at full throttle running heat at 90% should give opponents a bonus when targeting them - almost like being lit up by a TAG.
I like your ideas though it's hard to give a "to hit" bonus for point and click shooters. Sure, with a TAG-like bonus, you can lock on faster, but that doesn't overall provide any assistance to the direct fire players.
#8
Posted 17 August 2015 - 01:16 PM
So many people think lights are just scouts...
Scouting is a role, not a weight class. There's been assault-class scouts (the Charger for one), and as others have pointed out, several mediums are capable scouts as well.
Most of the lights we do have in MWO are not primarily scouts; the Commando, Jenner, and Spider are supposed to be strikers, the Panther is direct-fire support, the Firestarter is supposed to be an incendiary 'mech, the Urbie is a city defence fighter, and so on and so forth. Yes, they can also scout, but that's seldom their primary role.
Not that there is much of any role in MWO other than "shoot the enemy, try to kill some of them".
That said, I don't mind the actual idea behind the OP; that is, let target sharing be a skill. But don't restrict it to lights, make it universal. If anyone wants to run their King Crab as a scout, let them.
In fact, it reminds me of what our skill system was supposed to be before PGI said "meh, that's hard. Fsck it":
Scout Role Skills
* Radar Range Increase - Increases radar range by 2% up to 5 times
* Ghost Signature - Increases length of time before a signal fades by 2% up to 3 times
* Vision Mode 1 - Zoom Vision - Allows the pilot to zoom 7x
* HUD Detail 1 - Enemy Damage Level - LOD detail in terms of damage
* HUD Detail 2 - Enemy Component State - Overall component criticality
* Null Signature System - Allows the pilot to appear shut down for 5 seconds
* Multi-Targeting - Allows the pilot to target multiple enemies up to 4 at a time.
* IDF Accuracy - Narrows the AOE of IDF fire.
* Critical Shot Indicator - Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
Assault/Defense Skills
* Charging - A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
* Vision Mode 2 - Night Vision - Allows the player to see in dark areas/night
* Vision Mode 3 - Thermal - Allows the pilot to see heat signatures through solid objects
* Vision Mode 4 - Magnetometer - Allows the pilot to see metal through solid objects
* DFA Damage Reduction - Reduces the amount of damage caused by performing a Death From Above attack
* Power Up/Power Down Speed Increase - The power up and power down sequences are sped up by 20%
* AMS Range Increase - Increases the effective range of AMS by 2% up to 5 times
* Cognizance - Automatically lets the pilot know of any nearby friendly BattleMech taking fire
* Critical Shot Receiver - Allows the pilot to receive the critical shot information from nearby scout Mechs
Commander Skills
* Order View - Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
* Command View - Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
* Call Air Strike - Calls in an air strike that does AOE damage in a straight line
* Call Artillery - Calls in a land based artillery bombardment on to a target area
* Call Naval Bombardment - Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
* Call UAV - Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
* Call Predator Drone - Drops a heavy explosive device on a targeted area
* Call Satellite Sweep - Full detail information is passed to the command pilot including enemy location/direction/speed
* Danger Close - A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs

It's hard to overstate how much I wish that PGI had implemented this instead of just letting the silly place-holder become permanent (with 5-10 times the bonuses of the original values, no less), and then do modules instead.
Scouting is a role, not a weight class. There's been assault-class scouts (the Charger for one), and as others have pointed out, several mediums are capable scouts as well.
Most of the lights we do have in MWO are not primarily scouts; the Commando, Jenner, and Spider are supposed to be strikers, the Panther is direct-fire support, the Firestarter is supposed to be an incendiary 'mech, the Urbie is a city defence fighter, and so on and so forth. Yes, they can also scout, but that's seldom their primary role.
Not that there is much of any role in MWO other than "shoot the enemy, try to kill some of them".
That said, I don't mind the actual idea behind the OP; that is, let target sharing be a skill. But don't restrict it to lights, make it universal. If anyone wants to run their King Crab as a scout, let them.
In fact, it reminds me of what our skill system was supposed to be before PGI said "meh, that's hard. Fsck it":
Scout Role Skills
* Radar Range Increase - Increases radar range by 2% up to 5 times
* Ghost Signature - Increases length of time before a signal fades by 2% up to 3 times
* Vision Mode 1 - Zoom Vision - Allows the pilot to zoom 7x
* HUD Detail 1 - Enemy Damage Level - LOD detail in terms of damage
* HUD Detail 2 - Enemy Component State - Overall component criticality
* Null Signature System - Allows the pilot to appear shut down for 5 seconds
* Multi-Targeting - Allows the pilot to target multiple enemies up to 4 at a time.
* IDF Accuracy - Narrows the AOE of IDF fire.
* Critical Shot Indicator - Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
Assault/Defense Skills
* Charging - A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
* Vision Mode 2 - Night Vision - Allows the player to see in dark areas/night
* Vision Mode 3 - Thermal - Allows the pilot to see heat signatures through solid objects
* Vision Mode 4 - Magnetometer - Allows the pilot to see metal through solid objects
* DFA Damage Reduction - Reduces the amount of damage caused by performing a Death From Above attack
* Power Up/Power Down Speed Increase - The power up and power down sequences are sped up by 20%
* AMS Range Increase - Increases the effective range of AMS by 2% up to 5 times
* Cognizance - Automatically lets the pilot know of any nearby friendly BattleMech taking fire
* Critical Shot Receiver - Allows the pilot to receive the critical shot information from nearby scout Mechs
Commander Skills
* Order View - Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
* Command View - Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
* Call Air Strike - Calls in an air strike that does AOE damage in a straight line
* Call Artillery - Calls in a land based artillery bombardment on to a target area
* Call Naval Bombardment - Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
* Call UAV - Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
* Call Predator Drone - Drops a heavy explosive device on a targeted area
* Call Satellite Sweep - Full detail information is passed to the command pilot including enemy location/direction/speed
* Danger Close - A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs

It's hard to overstate how much I wish that PGI had implemented this instead of just letting the silly place-holder become permanent (with 5-10 times the bonuses of the original values, no less), and then do modules instead.
Edited by stjobe, 17 August 2015 - 01:17 PM.
#9
Posted 17 August 2015 - 01:20 PM
stjobe, on 17 August 2015 - 01:16 PM, said:
In fact, it reminds me of what our skill system was supposed to be before PGI said "meh, that's hard. Fsck it":
Scout Role Skills
* Radar Range Increase - Increases radar range by 2% up to 5 times
* Ghost Signature - Increases length of time before a signal fades by 2% up to 3 times
* Vision Mode 1 - Zoom Vision - Allows the pilot to zoom 7x
* HUD Detail 1 - Enemy Damage Level - LOD detail in terms of damage
* HUD Detail 2 - Enemy Component State - Overall component criticality
* Null Signature System - Allows the pilot to appear shut down for 5 seconds
* Multi-Targeting - Allows the pilot to target multiple enemies up to 4 at a time.
* IDF Accuracy - Narrows the AOE of IDF fire.
* Critical Shot Indicator - Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
Assault/Defense Skills
* Charging - A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
* Vision Mode 2 - Night Vision - Allows the player to see in dark areas/night
* Vision Mode 3 - Thermal - Allows the pilot to see heat signatures through solid objects
* Vision Mode 4 - Magnetometer - Allows the pilot to see metal through solid objects
* DFA Damage Reduction - Reduces the amount of damage caused by performing a Death From Above attack
* Power Up/Power Down Speed Increase - The power up and power down sequences are sped up by 20%
* AMS Range Increase - Increases the effective range of AMS by 2% up to 5 times
* Cognizance - Automatically lets the pilot know of any nearby friendly BattleMech taking fire
* Critical Shot Receiver - Allows the pilot to receive the critical shot information from nearby scout Mechs
Commander Skills
* Order View - Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
* Command View - Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
* Call Air Strike - Calls in an air strike that does AOE damage in a straight line
* Call Artillery - Calls in a land based artillery bombardment on to a target area
* Call Naval Bombardment - Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
* Call UAV - Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
* Call Predator Drone - Drops a heavy explosive device on a targeted area
* Call Satellite Sweep - Full detail information is passed to the command pilot including enemy location/direction/speed
* Danger Close - A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs

It's hard to overstate how much I wish that PGI had implemented this instead of just letting the silly place-holder become permanent (with 5-10 times the bonuses of the original values, no less), and then do modules instead.
Scout Role Skills
* Radar Range Increase - Increases radar range by 2% up to 5 times
* Ghost Signature - Increases length of time before a signal fades by 2% up to 3 times
* Vision Mode 1 - Zoom Vision - Allows the pilot to zoom 7x
* HUD Detail 1 - Enemy Damage Level - LOD detail in terms of damage
* HUD Detail 2 - Enemy Component State - Overall component criticality
* Null Signature System - Allows the pilot to appear shut down for 5 seconds
* Multi-Targeting - Allows the pilot to target multiple enemies up to 4 at a time.
* IDF Accuracy - Narrows the AOE of IDF fire.
* Critical Shot Indicator - Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
Assault/Defense Skills
* Charging - A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
* Vision Mode 2 - Night Vision - Allows the player to see in dark areas/night
* Vision Mode 3 - Thermal - Allows the pilot to see heat signatures through solid objects
* Vision Mode 4 - Magnetometer - Allows the pilot to see metal through solid objects
* DFA Damage Reduction - Reduces the amount of damage caused by performing a Death From Above attack
* Power Up/Power Down Speed Increase - The power up and power down sequences are sped up by 20%
* AMS Range Increase - Increases the effective range of AMS by 2% up to 5 times
* Cognizance - Automatically lets the pilot know of any nearby friendly BattleMech taking fire
* Critical Shot Receiver - Allows the pilot to receive the critical shot information from nearby scout Mechs
Commander Skills
* Order View - Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
* Command View - Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
* Call Air Strike - Calls in an air strike that does AOE damage in a straight line
* Call Artillery - Calls in a land based artillery bombardment on to a target area
* Call Naval Bombardment - Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
* Call UAV - Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
* Call Predator Drone - Drops a heavy explosive device on a targeted area
* Call Satellite Sweep - Full detail information is passed to the command pilot including enemy location/direction/speed
* Danger Close - A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs

It's hard to overstate how much I wish that PGI had implemented this instead of just letting the silly place-holder become permanent (with 5-10 times the bonuses of the original values, no less), and then do modules instead.
This needs to be posted in a new thread, every day, for as long as MWO is still a thing.
RIP role warfare
Hello grinding C-bills for modules
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