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Dev Blog 2 - Information Warfare

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#121 lpmagic

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Posted 31 January 2012 - 05:48 PM

And yes I personally am torn, I see this game evolving into a thinking persons game with some great first person action, but is that likely to take away from what it could be? Just think of a modernized MW3 with updated hardware, awesome server use, with today's engines (read Crysis series of engines) it could be masterful. As a full on Command and Conquer this could be spectacular, far and away above any other (even the ones made by that sid guy) but are they biting off more then can be chewed and making a malange of the two games that could be? These questions have me worried, yet very, very hopefull, that by some twist of fate that they manage to save all the parts I love, and somehow drop all of them I hate....Good luck boys and girls :D

#122 Shingi

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Posted 18 February 2012 - 03:55 PM

Hell yeah!! LOSD! That's awesome.. button spamers be damned!

#123 TwitchTv Morkani

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Posted 27 February 2012 - 08:30 PM

lovin pretty much all i see in here, I just hope "modules" don't include things that should obviously add tonnage.

#124 The Arachnotron

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Posted 02 March 2012 - 10:56 AM

This is incredibly cool. I'm looking forward to trying my hand at scouting.

#125 The Arachnotron

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Posted 02 March 2012 - 11:03 AM

There are a lot of neat ideas here that can really change the way battles are fought. With each blog I read, I get more and more excited for this game.

#126 pcunite

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Posted 03 March 2012 - 10:06 AM

View Postlpmagic, on 31 January 2012 - 05:48 PM, said:

... but are they biting off more then can be chewed and making a malange of the two games that could be? These questions have me worried, yet very, very hopefull, that by some twist of fate that they manage to save all the parts I love, and somehow drop all of them I hate ...


I think this is why they are releasing it as free-to-play ... it gives them a chance to make corrections. I want a single player version in the future; they have a chance to build it right this way.

#127 ChewySmokey

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Posted 04 March 2012 - 04:46 PM

Spoofer, eh? Sounds like a blast! I'm looking forward to "Dammit, I got spoofed!" to be a regular phrase on the battlefield :)

#128 Arch Angel 09

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Posted 06 March 2012 - 12:28 PM

Like the fog of war. forces a more diverse Lance make up to have the tactical advantage

#129 Cochise

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Posted 14 March 2012 - 12:11 PM

Spoofers sound grrreeeeaaaat!!

#130 IronSardaukar

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Posted 19 March 2012 - 08:46 PM

I hope to see dense urban environments, who doesnt want to ravage a city with a bi-pedal war machine?

#131 Blastaar

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Posted 12 May 2012 - 04:32 AM

View PostInnerSphereNews, on 04 January 2012 - 10:27 AM, said:

Dev Blog 2 - Information Warfare

In this blog we discuss some of the details about Information Warfare and what it means to MechWarrior® Online™. As always we're revealing details that are beta ready.
Contributors include Bryan Ekman, Paul Inouye, and David Bradley.

Overview

At its heart, Information Warfare is about controlling the flow of information on the battlefield.
  • Knowing where your enemy is.
  • Knowing the current status of your enemy.
  • Understanding your enemy’s intentions.
  • Sharing information between units.
BattleGrid



The core of information warfare is the BattleGrid, a combination of command center and dynamic battlefield map useable by players during gameplay. The BattleGrid is an extension of the HUD and allows players to quickly review the tactical situation at hand. Players will immediately recognize elements from other successful shooters and previous MechWarrior® products.
  • A scalable battlefield top-down map.
  • Object and waypoint markers.
  • Friendly and Enemy Unit Markers
  • Support Units
  • Orders
Modules – A New Concept



In order to evolve the concept of MechWarrior®, we needed a new layer of customization. After several scrapped ideas, we settled on a module concept. Modules allow players to customize their BattleMech with functionality without having to deal with the existing slots and tonnage rules.
Each BattleMech will come with a Module Board. Players can insert modules of their choice, provided they have space. Each module adds a layer of functionality. Modules are linked to the Pilot Tree and are unlocked by training various skills.
Modules are also a very important part of Role Warfare - a topic for a future blog.

Targeting Tweaks

We’ve changed how targeting has worked by layering and controlling what players see and know about the opposing force elements.
Target information is now exclusively Line of Sight/Detection (LOSD). Simply put, if you, a teammate or support unit can’t directly see or detect a target using a module, that target is invisible. Target information decays rapidly. This means if you lose LOSD, you will lose all knowledge that target’s position and current status.
Details about a target are not inclusive, and is now layered based on the type of modules and BattleMech you are piloting. The concept helps emphasizes using specific `Mech and Module combinations to gain and share enhanced targeting information.
Sharing of target information is also no longer inclusive and requires a Module or C3 Master/Slave unit.

Detection

So how do you gather LOSD information? Well there are several ways.
  • Direct – You can see the target directly (LOSD).
  • Radar – Your radar can detect a target in a predetermined arc, also LOSD.
  • Satellite Scan – Orbital scan of the battlefield, highly efficient however still limited to top-down LOSD.
  • UAV – Similar to a Sat Scan, but localized to a specific area on the battlefield.
  • Detectors – Dropped off on the battlefield.
  • Units – Any non-BattleMech present on the battlefield.
Detection Modes



Each type of detection device may also have different primary or secondary modes of detection as follows:
  • Night Vision – Allows players to see more detail in low light situations.
  • Thermal Vision – Allows players to see heat signatures that can be detected through obstacles.
  • Magnetometer Assisted – Allows players to detect metal and metal densities which can uncover a BattleMech hiding behind a building.
Some of these modes will not be available at launch, but I want to give you an overview of where we plan to take this concept.



Disruption/Spoofing

With such an emphasis on detection and tracking, we also needed a counter balance, something that players could equip. Using the module system, we allow players to equip Electronic Counter Measures (ECM) devices in the form of:
  • Spoofers – Beacons that send out a false target signatures.
  • Disruptors – Disrupt or block modes, communication, target acquisition and locks.
  • Surveillance – Allows a player to intercept and decode enemy intel.
We've opened up the Community Q&A 3 thread for your questions, so ask away!


no zoom? I LIKE the zoomscope. (mechwarrior 4 style). makes sniping with an autocannon or gause rifle mpre accurate.

#132 Rayne Usho Luzon

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Posted 22 May 2012 - 08:39 PM

THIS LOOKS AWESOME!!! ... I feel like i'm the last one to read this.... i think i am the last person to read this.

#133 farrel wolf

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Posted 25 May 2012 - 04:40 AM

that is awsome no longer will it be just get out there and fight but a teamwork required game

#134 GHQCommander

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Posted 04 June 2012 - 11:11 AM

Suddenly I can picture just how different a mech build will be from others.

Also it sounds like a team can make the most of this system by mixing the modules used so that the team, when viewing a single target, maximise the information seen.

Coool. Sounds techy, puts a game like Star Trek Online to shame.

View Postfarrel wolf, on 25 May 2012 - 04:40 AM, said:

that is awsome no longer will it be just get out there and fight but a teamwork required game


Exactly, it's going to rock. A player may specialize (skill up) in one module so they are superior in it, then ask a friend to use a different module. A group of friends could pre-make. That is good news.

#135 hermione

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Posted 08 June 2012 - 03:55 AM

the upgrades to intel gathering and counter intel make the use of a light fasty mech more appealing

#136 Greavus

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Posted 09 June 2012 - 04:38 PM

I love that they have bought this into the mix, will make a huge difference to just how many varriants of one Mech their can be and varried play styles from the one Mech ;)

#137 Arthwys IronHand

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Posted 12 June 2012 - 05:02 AM

I like the fact that the detail and forethought of the Devs works along these lines. Gives me great hope for the game.

View Posthermione, on 08 June 2012 - 03:55 AM, said:

the upgrades to intel gathering and counter intel make the use of a light fasty mech more appealing


Agreed. It will make the scouting aspect much more viable, and increase a team's success rate

#138 Mark of Caine

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Posted 18 June 2012 - 07:54 PM

I'm really going to love being the team scout with all these wonderful toys to play with.

#139 light487

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Posted 01 July 2012 - 05:10 PM

  • Detectors – Dropped off on the battlefield.
In response to this, it kind of asserts that there will be an "Engineer" type of role.. it would still fall under the established Scout or Command/Support role but being able to set up detectors in key locations (such as a choke point) would be pretty awesome and create some great situations where people could effectively ambush and so on. I'm wondering what other kind of "dropped off" things you have in store? Could we drop off bunkers filled with soldiers.. maybe called in via Dropship.. or turrets? Mines? More of a disruption thing than a real hazard.. but enough to create a situation that confuses the enemy or at least delays them or causes them to go in a particular direction and so on..

#140 CmdrSpider

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Posted 02 July 2012 - 04:43 PM

Wow wish I had been directed to this section of the forum alot earlier. Looks like most questions might be answered somewhere if I just look hard enough. As to Modules it sounds a little limiting to someone whose built a lot of mechs from the ground up, but I understand the concept (clans use something like this on their Omni mechs). I can also understand limiting what modules a player has access to based on rank, earned XP or whatever system is in place (more reading needed on my part). My hope is that the modules will be varied enough to allow a player to creat almost anything from the original table top game and the Mechwarriors series of computer games.





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