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Suggested Narc Beacon Spec
#1
Posted 05 December 2012 - 10:24 AM
Type: Missile
Damage: 0
Heat: 0
Cooldown: 3.5s
Range: 180m
Slots: 2
Tons: 3.0
Speed: 250m/s
Ammo/t: 6
When NARC missiles hit their target instead of causing damage they attach a beacon to the target at the location the missile connected. Once attached the beacon continually notifies all allied units of its location. The effect being that a marked unit's location is known as if line-of-sight has been established. So long as the beacon remains active it can be targeted for indirect fire; though no status information is made available.
NARC Beacons become disabled when destroyed or placed inside of an ECM jamming field. Beacons can be destroyed anytime the unit they're attached to receives damage to the location the beacon is attached to.
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Basic concept here is that NARC should be a flexible tool. It can be used to tag enemy mechs to keep a tab on them. It can also be used as a spotting device for launching indirect LRM salvos, but doesn't have to be only used to launch LRMs at it.
PGI was correct in making NARC limit in the time that indirect fire could be concentrated on the target. To not do so would make NARC and LRMs significantly over powered to the point where direct fire weapons wouldn't have utility.
The "trick" with this implementation is NARC can be used as an battle field intelligence tool or as an offensive tool. However, when used as an offensive tool there's a high chance that they first salvo of damage will destroy the beacon requiring a new beacon to be attached to the target.
Example scenario:
Jenner scouts an enemy Hunchback, closed, and hit the Hunchback with a NARC Beacon on its left leg. The Jenner then disengages and seeks new prey. All members of the Jenner's squad now see the location of the Hunchback in their HUD, radar (mini-map), and overview map. The Jenner's teammates now need to make the tactical decision of whether to risk firing on the Hunchback and destroying the beacon or monitoring the mech's location but not its health as the beacon should not broadcast anything more than location.
If fired upon and damage inflicted on the Hunchback's left leg (location where the NARC happened to attach) has a 50% chance of destroying the beacon. Since LRMs strike multiple times per salvo they have a very high chance of disabling the beacon.
If monitored and the Hunchback enters the protective field of an allies ECM Guardian the beacon would be deactivated while with in the field. It would appear to the Jenner's team that the Hunchback had disappeared. If/when the Hunchback left the protective ECM field, the beacon would reactivate and behave normally.
This keeps NARC balanced while making it significantly more useful. Additionally, this give the PGI devs a useful knob to adjust the utility of NARC. By simply adjusting the chance that the beacon is destroyed increases or decreases its utility as an offensive weapon.
#2
Posted 05 December 2012 - 08:26 PM
#3
Posted 05 December 2012 - 08:35 PM
The reason you don't see replies for good/common sense ideas is topics that are more controversial get pushed to the top.
Edited by General Taskeen, 05 December 2012 - 08:37 PM.
#4
Posted 05 December 2012 - 08:41 PM
#5
Posted 05 December 2012 - 08:47 PM
#6
Posted 05 December 2012 - 09:02 PM
#7
Posted 06 December 2012 - 12:40 AM
Raeven, on 05 December 2012 - 09:02 PM, said:
Which is what I'm suggesting with the caveat that I'm suggesting it be easy to knock the beacon off.
#8
Posted 06 December 2012 - 01:51 AM
Going inside an ECM field should not destroy the beacon, just nullify it within the ECM field.
Otherwise, you are advocating ECM powerful enough to do physical damage.
#9
Posted 06 December 2012 - 09:44 AM
Voidsinger, on 06 December 2012 - 01:51 AM, said:
Going inside an ECM field should not destroy the beacon, just nullify it within the ECM field.
Otherwise, you are advocating ECM powerful enough to do physical damage.
Yup, that's what I'm trying to say by using "disable" vs "destroy".
#12
Posted 01 March 2013 - 10:46 AM
#13
Posted 01 March 2013 - 02:00 PM
Really, if ECM was not so powerful as in that every competative player wants it (so they can avoid being called out on targetting and ignore LRMs/SSRMs), I think NARC would see more use because then everyone would not be running ECM.
NARC, TAG, Artemis, and ECM would be part of the information warfare (which includes LRMs). ECM should not be blocking people from targetting a mech for calling out targets. Once that ability is removed, you might begin to see people use NARC to spot targets or using it to provide surgical strikes with LRMs.
***EDIT: I am not sure on how to balance timers. I think allowing it to not have a timer but die after taking damage is in the right direction. But the NARC itself needs to be resilant from direct fire damage (except from PPCs). Having the NARC attach to a specific location and if that location takes damage, based on a %, it could be knocked off, is a good suggestion. There would need to be balance for lasers (constantly dealing damage) so that they don't "roll" a crazy number of times for each "tick" of the laser but I think you understand.
Edited by Zyllos, 01 March 2013 - 02:04 PM.
#14
Posted 01 March 2013 - 03:31 PM
Zyllos, on 01 March 2013 - 02:00 PM, said:
In dicing rolling terms, yes, but they have "increased accuracy" because SRM and LRM missiles literally are supposed to home in on a NARC beacon. That is, they track towards the beacon automatically, since the beacon is telling the missiles, "Hello, I'm right here, come at me!"
In real-time Mech Warrior terms, it means the NARC could do the following for the purpose of fun and usefulness:
A. NARC can be fired indirectly or wait for lock and the NARC has a limited tracking towards target if within optimal range.
B. Possibly increase optimal firing range of NARC
C. Give NARC its intended use by allowing normal SRMs and LRMs to auto-track towards the beacon for in-direct fire. Further feature -> Fire NARC -> NARC Hits -> Target Mech -> SRMs track towards your target like limited SSRMs (Indirectly fired missiles will seek nearest NARC target)
In further terms, in order for Mechs to utilize the ability for their SRMs and/or LRMs to track towards a NARC beacon, the ammo itself cost twice as much (according to the 'rules'). These are currently two features missing from NARC that have decreased its intended multi-purpose utility; upgrading missiles to be NARC tracking compatible and SRM/LRM dual-functionality in conjunction with NARC.
http://www.sarna.net/wiki/Narc
"The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM missiles (even those that do not traditionally have homing capabilities) to lock on to them. They are particularly useful when used in tandem with LRMs."
"Also SRMs and LRMs equipped to track the Narc homing signal cost twice as much as standard munitions."
Examples of the tracking features programmed in Mech Warrior games:
Exhibit A
(example of SRM tracking NARC)
Exhibit B
(example of LRM tracking NARC indirectly, fast forward to see first example at 6:09)
Think of it this way. Most items in this game are in unfinished states, which I hope is not intended.
Examples: Artemis IV LRM Missiles (does pretty exactly as described from BT), BAP (missing one feature), TAG (missing features, but reliant on other technology such as Artemis IV Artillery and Semi-Guided LRM munitions), Command Console (0% does nothing, only its tonnage/crit is correct), and the "Over Modeled" ECM.
A NARC only sorta does 25% of its original purpose, that is keeping track of the Mech its attached to without LOS. Adding the original features/functions, it would then do 100% of its function for its tonnage and space requirements.
Edited by General Taskeen, 01 March 2013 - 03:44 PM.
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