Requiemking, on 28 March 2019 - 11:14 AM, said:
Problem is, while target sharing has been a thing for a long time, part of the issue is that it was never explained how this was done. Sure, it could be an automatic network thing, but the fact of the lore description for how C3 and C3i works alongside the massive degradation of technology during the Succession wars makes that explanation hard to believe. It's more likely that the pilot was simply reading data off his sensor readouts via two-way radio or some similar comms system. Taking that into account, it is well within the realms of possibility for PGI to remove automatic target sharing and tie it to C3/C3i, thus necessitating:
1) a shift in the meta towards close-range builds,
2) the requirements for scouts and long-range builds to sacrifice a bit of tonnage and crit space for target sharing.
Would this shake up the game? Yes. Would this anger a few players? Yeah, probably. Would the game be better off in the long run? Most likely, seeing as PUGtatos would have to either come forwards and engage enemies or sacrifice something in their builds to get target sharing.
You seem to have not mentioned the other effects of C3 networks... The fact that mechs within the network can shoot at targets as though they were at the distances (for accuracy) from someone else in the network. AKA: Someone could stand at long range ERPPC, but have someone else with sm lasers be in their range and giving the ERPPC mech that close range bonus, despite being in their own long ranges.
It would appear that, by lore and TT rules as far as I know, data was shared through a team even without C3 networks. However, C3 made that data sharing more precise and faster to acquire. This meant that it provided additional benefits beyond "target is over here".
I'd also mention, as far as C3 and this game goes (as much as I'd love to have C3 and those variants that Incorporate it), it'd be hard to explain taking one. Most people would probably "not waste the tonnage" on the gear, as not everyone would take it. This would leave those who do, particularly in solo QP, at a "disadvantage" to those who don't, unless they happen to come across some other people of like mind.
I'd also mention, LRMs could fire indirectly even without C3 (though C3 does make it easier in lore). Without data sharing as is, I don't see how indirect LRMs could be achieved anymore unless others have committed to that C3 network.
Then, do we have Slave and Master units? Now that's another layer of complexity, and another barrier to it's use... Especially if all it's doing (in relation to this game) is target data sharing...
All I see your suggestion doing is killing off indirect fired missiles and forcing people to use only direct fired weapons (or LRMs only as a direct fire weapon), with only premade teams utilizing C3 and indirect... And if that's the case than Indirect fired anything would need to be boosted up to counter it's additional requirements to make it worth trying...
Personally, I'm not sure how C3 should work in this game. It should provide accuracy bonuses to other allies within the network, and to more than just missiles. This is right where if we had a more proper-ish targeting system that it really would come in handy. According to lore, weapons take time to converge and for the targeting computer to compute weapon calibration as well as "lead" time. AKA: We should have delayed convergence, where the reticle would turn gold when a solid weapons lock is achieved (not to be confused with missile lock).
With this delayed convergence (too bad it doesn't work with HSR), distance could have an impact on convergence speeds (possibly based on individual weapon ranges?). Then, you would benefit from the convergence speeds of the closest C3 networked ally to your target, sharing their enhanced data sharing (but normal sharing would still be as is). (View this similar to indirect missile locks as of current, but you'd get the short lock times of whomever was closest within the C3 network.)
I will say however, this system could never work with HSR, and would also make snap shots (poke and shoot) abilities more difficult/spread more. Lag shields would probably become a thing again, and truly skilled players (because I know the skill question would come up) would need to be good at keeping their reticle on a target long enough to get a solid (or nearly solid) lock. But as stated, I don't believe this system could ever be implemented in this game due to issues of lag and lag compensation.
Of course, also realize I'm going from lore as written in books and by my own interpretation of the TT rules and how they could be related to the book description and this game (without consideration of how hard it would be, lag or other "code or physical" limitations).