This is a proposal to introduce true information warfare into Mechwarrior Online. Since I have been accused of griping about the new proposed changes on the PTS server without having made any concrete suggestions of my own, here is what I think Information Warfare could look like in MWO.
What is INFORMATION WARFARE?
Wikipedia defines Information Warfare as follows:
Quote
To break that down into MWO-friendly terms:
a) Collecting tactical information on the enemy: where is the enemy? How many mechs? What mechs? What mech loadouts?
b] Deceiving the enemy: stop the enemy from knowing information about your forces; feed him false information.
c) Undermine the quality of his information: make his data hazy and vague wherever possible.
[II] What INFORMATION WARFARE does MWO currently have?
1) Find target location, mech chassis & variant
2) Find target's components and component status
3) Deny enemy targeting data via ECM
4) Deny enemy ECM via Active Probe
[III] Is this really INFORMATION WARFARE?
- Enemies can frequently be destroyed without even targeting them
- Most weapon systems do not require an active target; those that do are either underpowered or regarded as 'noob weapons'
- Deathball strategies prevail in vast majority of games, where targeting data is almost irrelevant
- Relatively small maps make finding the enemy a non-issue
- Immediately knowing a chassis/variant frequently tells you everything you need to know; target data is frequently irrelevant
- There are no methods currently to feed your opponent false information
- Undermining data quality is not possible
[IV] How to introduce INFORMATION WARFARE into MWO
Let's take another look at Information Warfare:
- a) Collecting tactical information on the enemy: where is the enemy? How many mechs? What mechs? What mech loadouts?
In order to make collecting tactical information important, these two problems must be solved.
Step 1: all enemy mech models (the 'shape' of a mech visually), chassis & variant name, and callsign are hidden until the mech has been properly identified. Identification takes one minute standard at ranges 650m+, with details coming one by one (visual model first, then chassis, then variant, etc). Identification beyond 900m is not possible without an onboard Active Probe.
Under 650m, mech models are revealed automatically to the scout only - before that, only a pixellated (or similar visual 'jamming'/'hazy' effect) blob can be seen, and the 'blob' skitters around on the HUD in an irregular manner making identification via observed speed impossible, as well as impeding accurate weapons fire. The scout can then inform the rest of the group using text chat or VOIP if they are familiar enough with the mech's silhouette that they can identify the mech. Further identification takes 30 seconds standard under 650m.
Under 450m, mech models and chassis name and callsign are automatically revealed to the scout only. Further identification takes 20 seconds standard under 450m.
Under 300m, mech models, chassis & variant name, callsign, components and their status are automatically revealed to the scout only, but components and their status are revealed with the usual (current) MWO delay. (5 seconds or something? w/e)
In order to share targeting data automatically with friendlies, both mechs must carry an Active Probe. (Since a proper targeting system with C3 does not exist in MWO)
Information Warfare-specialized mechs such as the Raven gain this data twice as quickly as other mechs. An onboard Active Probe doubles the speed again. I.E. a properly equipped Raven could fully detect an enemy mech in 30 seconds at ranges above 650m, and 15 seconds below 650m, and so on.
Target decay: when a target is lost, its 'state' is captured. When an enemy mech is reacquired, the mech must work for a short time to figure out if this mech matches the old targeting data. (Basically that hard work spend ID-ing a target isn't all lost, it just decays slowly; if a mech stays hidden for a long time then it'll take some time to re-identify it, but disappearing for a mere moment and then reappearing will have almost no effect)
Result: Scouts must get close, or spend time spotting, in order to collect tactical information. Without this information, enemy forces are unidentifiable, and even when this data is obtained by the scout, unless shared by multiple Active Probes, targets remain almost impossible to hit at ranges greater than 650m until the first 'layer' of IW is penetrated. Target data is crucial to obtaining kills at range. Brawling has massive IW advantages as under 300m all data is revealed pretty quickly.
Justification: Space Magic? Who gives a ****? This ain't tabletop. If you want a proper reason, assume that all battlemechs/omnimechs carry very basic scrambling/jamming technology that allows them to at least put up a fight in the targeting war at longer ranges.
Step 2: complete redesign of game modes, map design, etc. More objective-based gameplay. Create a need to hold many objectives at once, and suddenly scouting becomes that much more important. What we currently have: Skirmish, Skirmish-with-bases, Skirmish-with-capture-points.
- b] Deceiving the enemy: stop the enemy from knowing information about your forces; feed him false information.
Step 1: ECM halves all identification speeds of mechs under the ECM umbrella (100m), and quarters ident speeds for the mech carrying the ECM. That means the ECM mech will be identified in 4 minutes standard at ranges of 650m+, while mechs under the umbrella will be identified in 2 minutes standard. ECM is no longer 'TURN OFF' button for targeting, it simply takes much longer. First target layer broken = LRMs/SSRMs can be fired. Each layer broken provides a targeting bonus to tracking weapons (better convergence on CT).
ID speeds get faster at each range increment just like normal targeting - ECM just halves the ident speed at each stage.
Step 2: While ECM is unbroken on the ECM mech (first targeting layer (visual models) is not penetrated), enemy mechs will receive false targeting data. Examples: one mech appears to be 3. A locust might appear to the enemy to be an Atlas (and vice versa). A mech might appear to be travelling far faster than it actually is. Incoming LRM warnings might trigger for non-existent LRMs. This effect affects all enemy mechs within 900m.
Step 3: Active Probe works in direct opposition to ECM. These two systems fight each other whenever they meet, with the ECM's trickery effects being nullified if the Active Probe is within 180m of the ECM mech, or nullified for friendly mechs under the Active Probe's own umbrella. Onboard Active Probe provides twice the speed for defeating ECM targeting protection as already stated.
Step 4: Multiple ECMs work together to amplify all these effects. ECM umbrellas overlap and provide double the protection. Similarly, multiple Active Probes work together to defeat ECM units that are under their effects.
There's huge potential here for all kinds of trickery.
- c) Undermine the quality of his information: make his data hazy and vague wherever possible.
This effect is defeated by enemy Active Probes in the same way as the trickery effect is. Once the last targeting layer is broken, this effect will be cancelled.
[V] Isn't this all horrendously complicated? What's wrong with simply playing with targeting data speeds as they currently exist in MWO?
Yes, but I don't care; I'm just spitballing. I'm not even that knowledgeable about tabletop - half this **** probably breaks every rule in Battletech. It probably is too complicated, but I had a lot of fun imagining all this clever stuff happening. It's what I imagine when I think of the term 'Information Warfare', anyway. At the end of the day I'm not a game designer, I'm just some pleb who's read too many sci-fi novels.
Paul's suggestions to play with targeting speeds seem to display a startling lack of knowledge about the game. So many people in this game don't target legs, or take the time to focus weakened mech components. Making it harder to get target info when piloting Dire Wolves doesn't feel like balance to me. I don't see why I'd take a Jenner D over a Jenner F merely because the D variant has 10% faster targeting. It is completely irrelevant to me.
That said, I'm willing to be proven wrong if the game heads in a direction which, ultimately, leads to actual Information Warfare. I just don't think this is a particularly impressive start.
Edited by Yosharian, 12 September 2015 - 03:13 AM.