Then again if it went by lore, ECM would mostly be in the nearly exclusive possession of the Capellan Confederation (Liao), be effectively useless against enemy missiles (except against the Mariks, and some of the other factions as well as the Clans. Because pretty much nobody else even has much access Artemis and Arrow IVs.) Leaving the sensor image-ghosting, which fits quite nicely with Liao's shifty ways.
I do find that lore, if well investigated, can be interpreted into game-friendly mechanics. Example: LRM minimum range. Hitting someone with an IS LRM-20 at 30 meters does the full damage of each hitting missile. So why does it do no damage here? PGI cited the Ares Convention of warfare, however that was thrown out around the same time as the Amaris Coup, before 2800. In fact the reason the IS is in such a sorry state of affairs is they threw out every single one of those rules and slaughtered whatever they could, destroyed factories, etc. (Source: First several pages of
Mechwarrior, 1st Edition.) Then when fighting was almost impossible, they settled on some new agreements... none of which had to do with missile use; just what was sacred and untouchable.
So again why does it do no damage? PGI read "180 meters minimum range" without investigating why. The reason? Depending on the source: Either way it is considered a minimum
accuracy range.
Pre-1997: All LRMs are fired at a ballistic-launch angle (forward-upward tilt, like artillery) in order to give them their additional range. Because of this, it is difficult for the missiles to come back down quick enough to hit something up close or the pilot is required to angle his or her mech in a very uncomfortable way in order to achieve the desired result. Thus the skill check on the pilot. Clan mentality prevents the use of LRMs in an indirect-fire manner, and instead they fire their LRMs straight.
In other words, IS gets indirect fire, missiles go skyward and come down.
Clans do not get indirect fire, missiles go straight at target.
If included with all other factors of BT missiles, this would work pretty well and wouldn't make Clan LRMs OP.
Post-1997: Inner Sphere LRMs are armed after a set distance from the launcher to prevent the risk of the missiles detonating within the launcher when hit. Pilots manually change this range for a specific load of missiles when trying to fire for closer ranges, thus the gunnery skill check on the pilot. There is also the option to hotload the LRMs, arming them within the launchers immediately upon loading; this comes with the risk of them blowing up when hit. Clan LRMs are always considered to be hotloaded and will detonate if hit. (This sounds like what PGI assumed, but never took the options into account.)
This sets a skill quotient for IS LRMs at close range, along with a safety net and a way to ditch that.
Clans are always at risk when using LRMs.
With other missile facts, this would be pretty acceptable too (though I'd prefer the pre-1997 answer)
Sarna clearly prefers the pre-1997 answer, too.
http://www.sarna.net...g_Range_Missile