Focused jamming sounds like a great idea! Hellboy, I hope you don't mind if I run off to the races with it? Here goes nothing:
What I really dislike, though, is how they've implemented the "counter-jamming" system. This notion of disabling one jamming source with a counter-jamming source was clunky even in the TT game, and honestly I think BT got it completely wrong.
How about this: GECM should not wear all hats; it should be a "lightweight" ECM suite, capable only of personal stealthing and user-targeted focused jamming, and even that only from close range (<400m).
Basic GECM Functionality 2.0
In "stealth" mode, GECM reduces the 'mech's radar signature, increases how long it takes to get data on the stealthed 'mech, increases missile lock acquisition time, and nullifies the benefits of the Artemis IV FCS against the stealthed 'mech. It does not benefit any other 'mech.
In "jamming" mode, the GECM system loses its stealth functionality. Instead, it utterly screws with the electronics system of whatever 'mech the jamming 'mech has targeted. BAP stops working. Their radar starts showing false-positives all over the place, and they can no longer send or receive targeting information from allies. Their IFF system starts misbehaving and randomly mis-tags a few hostiles in LoS as friendlies and vice-versa, occasionally switching the designations around. The jammed target can still acquire radar locks, albeit with a significant radar range nerf, but only on targets the now-suspect IFF system has tagged as hostile, and it takes longer to acquire lock. Artemis IV FCS stops working.
If the target has Artemis IV or BAP, the 'mech's computer detects the jamming and a large red "JAMMING DETECTED" warning flashes at the top of the HUD. Otherwise, they have no idea they're being jammed until people start yelling at them for FF, or they notice that some of the targets they see on radar don't really exist. If the target has GECM, then the system will not only inform them that they are being jammed, but also highlight source of the jamming signal with a flashing yellow targeting frame. The GECM-equipped jammed 'mech should now be able to target the jamming source, even if they normally couldn't due to lack of LoS. They cannot acquire missile locks without LoS (remember: no sharing target information when jammed), and will know they have a conventional weapons lock when the normal red targeting frame surrounds the flashing yellow frame. ECM and Counter-ECM equipped assets should be able to acquire e-warfare lock for as long as they are being jammed.
Soft Counters, Hard Counters, and MAD-Counters
GECM should work as both a hard- and a MAD-counter to hostile GECM, rather than simply as a hard-counter.
"Jamming" Hard-Counters "Stealth"
Suppose Whiskey and her enemy, Tango, both have GECM. Tango is in Stealth mode, and Whiskey jams Tango. This strips Tango of her GECM's stealth protection and the usual jamming effects apply.
Jamming Hard-Counters Enemies Jamming Allies
Now suppose Tango was jamming Whiskey's missile-boat buddy, Foxtrot. Whiskey wants Tango off Foxtrot's ***, so Whiskey proceeds to jam Tango. This kills Tango's jam on Foxtrot. Tango now knows not only that she's being jammed, but can also target Whiskey for an e-warfare reprisal. This is where things start to get really interesting.
Counter-Jamming MAD-Counters Jamming
Tango wants to get Whiskey off her ***, so she targets Whiskey's electronic signature and keeps the system in "Jamming" mode. This triggers a feedback loop between the two 'mechs, sending both of their jamming systems on the fritz. Both experience the usual jamming effects, but in addition, the critical damage lights and warning klaxons kick on, a red "COUNTER-JAMMING" warning flashes across the top of the HUD, and the 'mechs' temperatures skyrocket. This should take a 'mech mounting 10 heatsinks from zero to overheat in five seconds on a 25 degree C map. This effect continues for as long as both jamming systems remain active, and unless one pilot chickens out and switches out of "jamming" mode, will lead to one or both 'mechs overheating and shutting down. If one 'mech successfully counter-jams the other into shutdown, the winning pilot receives a green "COUNTER-JAM SUCCESSFUL" confirmation, notifying her that there is an unhappy, shut down, and still very hot GECM 'mech nearby.
This system should basically allow counter-jammers to evict jamming scouts from their territory, or at least substantially diminish their combat capability or force them to stop jamming, since the scout will likely have less heatsinks than whatever is counter-jamming it, and will be substantially more hurt by overheating when near the enemy battlegroup. It also forces both the jammer and the counter-jammer to step out of the normal warfare environment and focus on the electronics warfare battle, since firing weapons while counterjamming would be a horrible idea. That's the MAD-counter (Mutually Assured Destruction) to jamming.
If shut down by counter-jamming, the GECM system should be forced to reboot, preventing it from stealthing or jamming for about ten seconds.
BAP Soft-Counters Stealth
If Tango is running GECM in stealth mode and Whiskey is running BAP, Whiskey's enhanced detection range nullifies the concealment bonus of GECM. It should also confer bonuses to target data and missile lock acquisition time, nullifying those bonuses as well as the penalty to Artemis IV. I call this a soft-counter because the stealthed 'mech can easily switch to jamming mode.
General Issues surrounding the Counter-Jamming System
Note that jammed 'mechs won't always know they are being jammed (if they don't have any electronics), and won't necessarily know who is jamming them if they don't have GECM themselves. This makes communication key. Foxtrot, Whiskey's jammed buddy, will have to tell Whiskey that she is being jammed. Whiskey then has to find the enemy jammer, Tango, and deal with the problem. This might be tricky if Tango is not in LoS Foxtrot. Whiskey only knows that Tango must be somewhere within 500m of Foxtrot. This can be really tricky if she is in the middle of a pitched battle with eight other 'mechs around. Whiskey will have to switch between targets and look at their target frame to see if they have GECM, and if they do, if they have it set to "Jamming" mode. This still doesn't guarantee that they're the one jamming Foxtrot, but really, how many jammers could there possibly be in one match?
EDIT: EVERYTHING BELOW THIS LINE IS STRICTLY OPTIONAL! The above system alone would function fine alone; this just adds back in the current GECM functionality.
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But What About The Bubble? We LOVED The Bubble!
Sure you did... rest easy, the bubble can still come back (in a less hilariously OP form). There's a more powerful type of ECM in BT called Angel ECM. The devs haven't introduced it yet, but it's basically supposed to be a bigger, badder GECM. Since BT royally messed up the ECM system, I'm going to take liberties with this and basically turn AECM into a variant of what PGI did with GECM.
AECM should have two modes: "Disruption" and "Riposte."
That's Cute and All, But WTF Does It Actually Do?
In "Disruption" mode, it puts down a bubble of EM noise in a 180m radius. Enemies with standard radar at 800m see the bubble as a flashing mess of false positives in an area roughly centered on the AECM 'mech. They can only lock onto individual 'mechs inside the bubble and relay target coordinates to allies from 300m away. BAP should increase this detection range to around 500m. GECM 'mechs cannot jam anything inside the bubble; they get a yellow flashing "JAMMING FAILED" warning at the top of their HUD.
Anyone inside a hostile bubble suffers the mess of negative effects presently associated with the GECM bubble, but since only Atlases can create the bubble, getting 180m away should be substantially easier than it is at present.
Viewed from the outside in thermal mode, the bubble should appear to be an indecipherable sphere of chaos and lightning with a few 'mechs inside. Anyone inside the bubble, friend or foe, should be unable to see anything in either of the alternate vision modes because of all the interference. GECM-'mechs inside also enjoy none of the normal GECM benefits (no stacking GECM on AECM), and cannot jam anyone until they step outside the bubble. Acquiring missile lock or target information on anyone in a bubble, be it a friendly AECM or a hostile one, should also take significantly longer than normal.
"Riposte" mode is basically a super-hard counter to anyone attempting to jam the AECM 'mech. The AECM pilot cannot actually target any hostiles itself, and the system relies on an enemy attempting to jam the AECM 'mech. It almost instantly forces any GECM 'mech attempting to jam the AECM "Riposte" 'mech into overheat.
Disadvantages of Operating in "Disruption" Mode
AECM has several "catches" to its use, starting with mounting it in the first place. It's bulky, it's heavy, it doesn't like damage, and if it does suffer a critical hit while active, the 'mech carrying it shorts out in spectacularly sparky fashion, overheats, and immediately shuts down for a few seconds. The system needs a special slot that only a heavy or assault 'mech can manage, and alas, the Atlas is the only 'mech that can presently mount it. It is incompatible with GECM, and the Atlas must choose between the two. It also generates a small but significant amount of heat when in "Disruption" mode (enough to occupy six or eight Single Heat Sinks), and takes about fifteen seconds to switch from "Riposte" to "Disruption" mode. It generates additional heat when activating "Disruption" mode. The reason for this is to add some trickery and strategy to the counter system, detailed below.
Counters to AECM
No Hard-Counter
AECM cannot counter AECM. I've given this a fair bit of thought, and I think the inherent disadvantages of AECM should limit use to when it's tactically useful (hiding large forces, ruses, marching across LRM killing fields), eliminating the need for a hard-counter. It also helps that the default mode, "Riposte" is damn good to keep activated in case a jammer gets careless. See below.
GECM Soft-Counters AECM, but Carries Substantial Risks
A GECM system can knock down an AECM bubble by jamming the AECM asset, but it's not a task for the faint of heart. "Riposte" mode is why attempting to jam an AECM-asset takes tremendous amounts of courage, desperation, or stupidity. Suppose Whiskey just got herself a shiny new AECM-equipped Atlas, with the AECM system in the default "Riposte" mode. Tango, never having seen the AECM system at work, targets Whiskey with her GECM-equipped 'mech and kicks it into "Jamming" mode. The AECM instantly reacts to the attempted jamming and utterly overpowers Tango's GECM system, sending her 'mech into an overheat state almost instantly. Before she even figures out what happened, Tango's 'mech has overheated and shut down. Whiskey's 'mech, on the other hand, is perfectly fine, and the only indication that anything happened was a flashing green message across the top of her HUD reading "COUNTER-JAMMING," followed by a solid green "COUNTER-JAM SUCCESSFUL" notification. Tango is left with an overheated and shut down 'mech, a rebooting GECM system, and a freshly prodded Atlas less than 400m away.
If the Atlas was in "Disruption" mode, though, the game changes. Jamming Whiskey's AECM will knock the bubble down and impose the normal jamming penalties, but if Whiskey switches over to "Riposte" mode, it will almost instantly shut Tango down. Whiskey, however, will suffer a 15-second loss of the disruption bubble and a heat penalty if she switches to "Riposte" mode and switches back, so she does not want to waste it in case Tango turns off jamming just before she switches to "Riposte" mode.
If Whiskey holds off on activating "Riposte" mode, however, Tango might switch off jamming in anticipation of the riposte, only to find the bubble intact again. If Tango manages to feint Whiskey into switching modes and then turns off her own jamming beforehand, she will have bought her team 15 seconds of no AECM coverage at no cost to herself. If she slips and jams the riposte... she will likely die in an altogether unholy display of firepower before her 'mech can even restart.
Ideally, Whiskey will be able to circumvent this entire dance by simply having Foxtrot use her GECM system to jam Tango's GECM. Foxtrot cannot jam from inside the AECM bubble, though, and must step out of it, exposing herself to enemy locks, missiles, and counter-jamming.
Edited by Thuraash, 25 December 2012 - 11:10 PM.