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One idea I just saw was to have weapon convergence become linked to your lock on. It would be a binary state.
If you lock onto your target, you get what we have now, all weapons focus at the range of the target. If you don't have a lock, then weapons lock/converge onto an imaginary range that is "X" meters in front of you, probably 1000 or perhaps a player defined range in your mech setup.
Right now your weapons converge onto your gunsight range when you have no lock, which moves dynamically as you pan around to point at various terrain and mechs.
That would make lock-ons a hell of a lot more important, and by extension info warfare that much more critical.
It would also make ECM more powerful, so I suggest we really consider nerfing it to just be a lock on delay device, not a lock on prevention device.
If you lock onto your target, you get what we have now, all weapons focus at the range of the target. If you don't have a lock, then weapons lock/converge onto an imaginary range that is "X" meters in front of you, probably 1000 or perhaps a player defined range in your mech setup.
Right now your weapons converge onto your gunsight range when you have no lock, which moves dynamically as you pan around to point at various terrain and mechs.
That would make lock-ons a hell of a lot more important, and by extension info warfare that much more critical.
It would also make ECM more powerful, so I suggest we really consider nerfing it to just be a lock on delay device, not a lock on prevention device.
This idea from Hans Von Lohman is in reply to the end of Sean Lang's video discussing ideas for making Targetting more important by affecting Weapon Damage:
https://www.youtube....d&v=9FuTH20EUPo
Han's idea is huge because it provides both a believable (in-universe) AND mechanical (non-arbitrary) link between Targeting and Weapon Damage.
It's much better than the 'magic link' (which was just a rough concept introducing the idea of linking the two things) suggested in the vid.