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Level of Realis


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#1 kidneynabrik

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Posted 09 March 2012 - 06:21 PM

For the sake of knowledge, I have a general knowledge of BattleTech, I also enjoyed the Mechwarrior series as a kid, and have a few years experience in the military. I am curious about what level of realism the developers are going to with MWO. A few ideas I was thinking of(some are obvious ideas):

Passive Sensors
  • ESM (Electro-magnetic Detection)
  • Infrared
  • Electro-optical
  • Frequency Listening (Non-encrypted channel listening)
Active Sensors
  • RADAR
  • Fire Control RADAR (Precision Targeting for Missiles)
  • Laser Range-finding
  • Frequency Attacking (Encrypted Channel Listening)
Countermeasures
  • Electronic Countermeasures (Jamming)
  • Electronic Counter-Countermeasures (Anti-Jamming)
  • SRM/MRM/LRM Home-on-Jam Feature
  • IR Flares and Chaff
  • Large RADAR decoy
  • Anti-Missile Defense
  • Reflective/Refractive Armor
  • Smokescreen Launchers
Remote Sensors
  • Deployable fixed RADAR units
  • U(C)AVs
  • Beyond Atmospheric Sensors (Dropships, Combatants, Satellites)
Identify Friend-or-Foe (IFF)
Friendly Link Capabilities

This is mainly equipment associated with the SCOUT class, but should not be restricted to. A lot of the ideas above work closely around the idea of electronic intelligence (ELINT) to support military operations in the battlefield. Mechs could employ a ELINT package or a long-range sensor package with U(C)AV to identify, track, and engage enemy mechs well ahead of the force, while maintaining the safety of the scout units. Electronic Attack (Jamming) could prevent enemy mechs and mech scouts from communicating with their buddies, thus cutting them off from support and allowing friendly forces to kill the advancing party without warning other enemy forces. Mech scouts in defense of themselves after being spotted may need to get out in time, but without the armor, LRM's would devastate them in time. Scouts or other small mechs could use multiple countermeasures to avoid enemy fire or fend off incoming missiles. Systems such as IR flares or Chaff could be automatic once detected missiles were inbound, unless difficulty was a matter, in which the player could be required to respond to the (appropriate) threat.

This is all theoretical and perhaps could be used to enhance game complexity in the sense of the Role Warfare theory.

-Kidneynabrik

#2 Kat PooZilla

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Posted 09 March 2012 - 06:48 PM

I always felt that a minefield would be a decent item to be able to use in this game, And also to be able to set a sentry post listening device on a certain section of the map, Say your flank would be invaluable. But then I do love a boobytrap, Just me being me P.S, Lasers are light focused so if you can run them thru a cloud of particles somehow would that not degrade there performance?? Set down an Ion cloud near your defensive positions ....... Just a thought any ways

#3 wwiiogre

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Posted 09 March 2012 - 06:51 PM

lot of these questions are answered in the dev blogs and part of new players start here, and lots of the elint is going to be used according to the devs

chris

#4 kidneynabrik

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Posted 09 March 2012 - 07:11 PM

Ahh, I must indeed spend more time reading. I apologize for the extra post then.

I would like to know however, do the developers intend on making advanced missiles, weapons systems, and sensors as time and experience(skill) progress? For example, LRM's that would normally require a 7 second fire control lock, now only require a 5 second lock and possess a home-on jam feature. If not, it could be, "logistically speaking", as easy as just changing the cost, weight, or availability to make them difficult to field normally.

Mainly I'm curious about the level of detail that the developers will go to, in order to preserve the demand of the role based warfare system that they speak of.

ELINT/EA in a game such as EVE has a substantial mission in the sense that, a single EA frigate could cripple a warring party and provide the FC solutions to larger attack ships. However other roles/ships in EVE have proven to outsmart EA vessels by using refitting their ships to counter these threats, in either offensive, defensive, and supporting roles.

As before, I am very curious to see the level of detail and how the developers will provide enhancements like above to change the flow of battle.

Edited by kidneynabrik, 09 March 2012 - 07:15 PM.


#5 kidneynabrik

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Posted 09 March 2012 - 08:36 PM

Another note to the developers concerning this topic. IRT Developer Q&A 3, Paul mentions a passive RADAR capability. In the military world, we have a passive RADAR capability called electromagnetic detection (ESM), in other words detecting the several microsecond long pulses generated by others RADARs. This is a bearing only feature, however the onboard computer could do some time motion analysis (TMA) and determine a general idea of the direction and speed of the incoming mech. The developers could take advantage of the ESM idea and make it so that different mechs or modules have different RADARs, giving a scout mech or a passive mech the element of surprise and early warning against mechs that could decimate them. This could give commanders a chance to use an emissions control policy to deter, deceive, and disrupt their enemies information warfare dominance.





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