adamts01, keep in mind my proposal is a system which would see light mechs specifically show up far less on the thermal map than assaults would. Being that the data is also aggregate and delayed, with lights moving as fast as they do it'd be exceedingly difficult to determine with any sort of reliability in the middle of a fight whether what you're looking at is a lone light moving up on your flank (while you really ought to be paying attention to what's ahead of you instead or what you can really, easily, see) or if it's just noise.
Conversely however, if you're going to have 5-10 minutes to look for that last light mech running around the opposite side of the map while you've got 8 people in assaults and heavies left on your team (just as an example), too slow to realistically catch it in a chase but who MIGHT be able to set up to grab it in a net of sorts, at least one of those people could sit and monitor the map to try and determine where it is and then relay that information to their teammates.
In an active match with heavies and assaults obviously generating far more heat, what you would see would be very large, spread-out areas of heat(1). To counter-balance 'start-of-match' scouting by lights taking a back-seat the thermal imaging systems could take several minutes to come online; first 5 minutes of a match, say. After all, things like your artillery/airstrikes aren't available right off the bat either. For that matter, the thermal map could be a unique mech module someone on the team would need equipped so they could receive the data from an overhead satellite; don't have someone left on your team with it equipped and you don't gain its benefit anyway.
Ultimately the idea is for late-match 'figuring out where the stragglers are' use. Finding a way to make it balanced is one of the first steps towards making it a workable idea. Outright saying "I don't want it because reasons" on the other hand is basically the same as saying "no, I don't like ideas, leave the game as it is right now".
As for your remarks regarding active/passive radar, yeah, I'd also like to see those back in the game and can't imagine why PGI chose to not include them. They worked well in the prior games which included them. The only reason I can imagine they don't include them in this one is to avoid adding complexity for newer players since that'd be something which any mech inherently has access to, not unique equipment.
(1) That is to say, you'd know something is there and it's making a lot of heat, but you wouldn't know *what* is there. It could be nothing more than a Firestarter flaming up the area to create a diversion, or it could be a consumable item (inferno rockets, anyone?) which creates a stream of heat along a path to mimic mech movement.
Edited by AnonyTerrorNinja, 11 January 2016 - 12:08 AM.