DocBach, on 03 January 2013 - 02:51 PM, said:
How could they implement C3 to where it would be useful for someone to take 5 tons of Master Computer to set up a network? It'd be really hard to negate range penalties for things like long range direct fire weapons, as in this game they're completely reliant on skill.
I'm sure you know the rules for table top, I am just going over them to explain my thinking. Showing my work if you will.
When PGI uses the table top they use both the hard rules and the spirit or in universe description of how the item works. Following that thinking this is part of how I think C3 would, or should work.
A lone mech's sensors will pick up any contact with in range and LOS. The HUD designates these contacts with an open triangle. The mech pilot then actively targets one of the contacts. The actively targeted contact is relayed to the rest of the lance. This is how PGI is adapting the hidden rules and spotting for indirect fire.
C3 rules for table top state that the C3 master and slave units networks the sensor and fire control computers of a company. For the table top this translated into a firing unit using the range modifiers of the closest mech with LOS to the intended target in the network. All other factores are ignored. Speed of lancemate, or any visual modifiers (wood hex or light smoke) do not apply. The facing the lancemate does not matter. ECM of not withstanding.
I think C3 should work at the very least in this manner. A C3 network would not only relay the actively targeted contact, but all contacts picked up by the mechs sensors. This data will then be sent to all lancemates in the network. when that lone scout that runs ahead and finds half the enemy team it does not have to actively target a mech for the rest of its team to lock onto it. They could actively target any mech that lone scout sees, with all target data being registered. A delay in target data transmitting would be understandable.
If the devs wanted to take it farther they could tinker with how a C3 networked mechs works with an active target. If that lone scout is actively targeting a mech then it could shorten the lock on times for missiles. Not by much maybe half a second. This bonus could stack with TAG, and artemis. If the artemis system of the firing mech has LOS of course.
Adapting the C3 network into MWO, a simulator, should focus on what the system does. Relaying all passive and active target and sensor data through out the whole network.
This is another reason why PGI messed up on ECM. The 25% reduction in detection range is really short sighted. That will completely upset a C3 network, making it useless. That forward scout will have to be in between the range reduction and the ECM bubble itself in order to transmit data. Keep in mind that if an ECM bubble can cut off a mech from the network just by being in between the mech and the rest of the lance. Let alone being inside the bubble.
Edited by Dirus Nigh, 03 January 2013 - 07:03 PM.