Drop Intel Levels
#21
Posted 25 April 2012 - 05:53 AM
#22
Posted 25 April 2012 - 05:58 AM
And show the Steiners how fail Atlases are at scouting!
[/dodgeshatearrows]
#23
Posted 25 April 2012 - 07:08 AM
#24
Posted 25 April 2012 - 01:21 PM
#25
Posted 25 April 2012 - 01:23 PM
FoXabre, on 25 April 2012 - 05:53 AM, said:
Exactly. Why have scout 'Mechs if we know whats going to be out there already?
#26
Posted 25 April 2012 - 01:33 PM
Haakon Valravn, on 24 April 2012 - 10:47 PM, said:
MaddMaxx, on 25 April 2012 - 07:08 AM, said:
#27
Posted 25 April 2012 - 01:42 PM
To clarify, I'd imagine on REAL BLIND DROP to contain a rough estimate on enemy forces (deploying via Leopard or Union dropship to indicate lance/company) but this should really be known by the time you're entering matchmaking. I'm mostly concerned about how much information regarding the enemy force makeup (and therefore your own) is known.
To be fair, I also think a defender in garrison on a faction-held world (such as FedCom defending an attack on Kentares for example) might also have a little more information available regarding their force, as they've been stationary, technically. I suppose this could qualify as an "other" selection.
#28
Posted 25 April 2012 - 02:53 PM
#29
Posted 25 April 2012 - 03:05 PM
Defending a planet or facility you own - You might have better intel due to out lying sensors or reports from the population.
Major assaults - House intelligence agencies might be able to provide more information depending upon the success of prior operations or such things.
These are just what have popped into my mind in the few seconds I took to think about it. I'm sure there are plenty of others.
#30
Posted 25 April 2012 - 03:18 PM
#32
Posted 25 April 2012 - 03:34 PM
#33
Posted 25 April 2012 - 03:36 PM
eZZip, on 25 April 2012 - 01:33 PM, said:
Knowing also takes away the element on surprise. Do not forget, maps will be soon known so the whole "don't known where to go" wears off real quick. At least give us a couple fights before we know where to rush to the High Ground and WIN by default....
Edited by MaddMaxx, 25 April 2012 - 03:37 PM.
#34
Posted 25 April 2012 - 03:57 PM
...And this leads to a counterpicking chain. Oh, so-and-so has that machine so you will pick this one instead. Then they counter-pick your counter-pick, so on and so forth. This is an extreme case, but it happens a little more often than I liked and it slowed down play. The less information the player can use to start counterpicking with, the better. Get them in the game and fighting as soon as possible.
#35
Posted 25 April 2012 - 03:59 PM
#36
Posted 25 April 2012 - 04:00 PM
#37
Posted 25 April 2012 - 04:26 PM
As large as planets are along with their sizable populations (or just a large number of hidey holes) it would be expected for any House that has their eye on it to plant spies and moles. Spy-vs-Spy then ensues and escalates from there.
So for offensive ops, no CO worth his brass is going to go in totally blind. He will have some idea of what is going on and assign the appropriate sized force to handle the situation. But, of course, a lot can change between jump and planetary drop. But not often. Especially if the opposing House has a large spy network deep in the other House's government and civilian sectors.
For defensive ops one can and should expect the Opfor to be at least your strength or better. So here we can expect some "blindness". But a drop does take a few days so unless someone has found a way to stuff a company of Mechs into a Leopard the defenders will at the least be able to know the approximate number of attackers.
So, partial but not chassis for the defender until the two sides get visuals.
Edited by Morashtak, 25 April 2012 - 04:26 PM.
#38
Posted 25 April 2012 - 04:45 PM
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