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true LOSD Question


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#41 Phelan Kerensky

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Posted 09 January 2012 - 02:23 AM

I would definitely have to agree to the above post^^. However, I also know that it will be those individuals that become very good at using each type of radar or scanning function on their mech(including their eyes)that will have the greatest advantage over others in the information warfare aspect of the game...

#42 Corsair114

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Posted 09 January 2012 - 06:28 AM

So long as they stick to making maps the way really good CTF maps are made for FPS (amongst other things, large number of choke points, and many viable routes through a given map, with a goodly amount of vertical play) then this is likely to be fantastic. Oh, and no 100% viable camping spots. Gotta make sure every spot has a way to be flanked (even if it's by a rain of LRM-death because they're really strong spot has a blind spot that lets a 'mech detect/spot the camping 'mech without being detected itself).

Oh the guessing games of awesomeness this game looks to bring.

#43 MaddMaxx

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Posted 09 January 2012 - 10:28 AM

View Post[CG]Anastasius Focht, on 08 January 2012 - 10:16 PM, said:

For Me LOS is about weapons having a clear path to fire down.
Mechs have radar and MAD (magnetic anomaly detectors) as well as infrared detectors which should show any powered up mech as a plume of heat rising well above the mech itself, in addition there is satellite data, narc beacons etc etc.
So my interpretation of LOS is what weapons can hit the target. for example in the pic below

Posted Image

The weapons on the left arm/torso/shoulder of the madcat have LOS, those on the right arm/torso/shoulder do not.

The S as in what your mech can See/sight is often at odds with what it can directly hit with any given weapon

The Madcat pilot can "see/sight" the Daishi visually and with the suite of sensors available IR, MAD etc etc, but only those weaps on the left side of his/her mech have LOS

Indeed when playing CBT with large scale mechs like this, we had to clarify the LOS rules as posted in the rules of warfare to reflect this, what you can "see" and what weaps have LOS are two different kettles of fish


This LOS should be implemented by default with EW warfare allowing for longer detection ranges based on EW Modules in play. The ability noted in the photo is a great way to have those Pilots who load their machines, and then remember where their weapons are, in the heat of battle, to be more efficent at presenting the smallest silouhette to an enemy while putting their own fire down range.

In the Picture the MadCat has one firing option. it's Left side Laser(s) and Left LRM20 but with a quick twist and side step could Lock and fire a full Volley of Missiles and Lasers (range permitting of course) and get back to cover before the enemy Dire Wolf could properly react. As opposed to firing an Alpha (doh) from its current position where perhaps only half the volley actually is not in the path of the building in front of it and splashes itself in the process. ^_^

As for a proper LOSD draw distance (in wide open areas) one might hope to have somewhere between 1300-1450 meters as a good Maximum. At that distance, it would allow for current weapons Tech to go out to Max range (or visa versa) while the shooter could still be drawn (eyeballed) if out in the open.

Of course the Draw range could be adjustable if the whole area (boundary to boundary) was a complete Urban designed so that no single street or alley runs straight out more than some preset value before ending..

Edited by MaddMaxx, 09 January 2012 - 10:35 AM.






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