A couple of assumptions I'm making have put me on this train of thought. 1) LRMs aren't currently balanced as well as they could be. 2) Streaks aren't currently balanced as well as they could be. And 3) The current implementation of ECM is a band-aid solution that doesn't address the core problems. If you don't agree with these assumptions, then you probably won't like my ideas.
I'm also assuming that ECM remains relatively unchanged since the developers seem to like the current implementation. Possible adjustment to TAG and NARC are worth discussing as well; I don't have much experience with those systems myself so I won't talk much about them.
Long range missiles and streaks are the only weapon systems in the game that are guided, and I think that it is the "fire and forget" mechanic that has made them so challenging and difficult for the development team to balance. It seems like the only way to make these systems work, but that doesn't have to be the case.
So how do you use LRMs without a target lock, especially in indirect fire mode? A friendly spotter gets you target data like always. You hit "r" to select the target and then fire the weapon. As long as you manually hold the reticle over the red box, the missiles will track that target. If you lose the target data, or if you stop tracking the target manually, the missiles go to the last known location just like they do now but with a significantly increased spread. If that is still imbalanced, just have the missiles keep flying straight from wherever they were when the data was lost. It's not a huge change really, but it requires a bit more active participation from the player to make them work efficiently.
Direct fire with LOS works essentially the same way except that you obviously can get your own targeting data; I don't think TAG needs any alterations in this situation but that is up for debate. Against ECM shielded mechs, you can still dumb-fire effectively if you hold your reticle on the target. Again not a huge change, just a bit more effort required of the player.
Streaks without a lock are a bit more simple since there is no indirect fire mode. You aim at the target, just like you would with regular SRMs. If the target is not under you aiming reticle, then the missiles do not fire. If it is under your reticle, then the missiles do fire. They may need to still track at that point to compensate for lateral movement or it could be coded to take lead time in to effect, in which case tracking would be unnecessary.
A short (~.25 second) cool-down on a failed attempt to fire would prevent people from just raking the reticle across the screen until they hit the right spot. Streaks would become what they are supposed to be: a short range missile launcher that conserves ammunition instead of a short range missile launcher that auto-magically hits. This system would make the possible future SSRM-4s and SSRM-6s balanced as well.
"But Warrax the Chaos Warrior" you exclaim in a high-squeaky voice, "we NEED super-lock-on-tracking-streaks to kill those pesky light mechs!" The "lag shield" and hit boxes must be fixed if this game is going to have a future. Streaks are an ineffectual band-aid solution to the net code problems, just like ECM is an ineffectual band-aid solution to the streak problem. They all need to be addressed eventually.
If you are still here, then thanks for reading. I hope I have been clear in expressing my ideas and that enough people agree with me to get some attention from the developers.
If you didn't read, then the TL:DR version is: Lasers, ballistics, and SRMs work great without auto-magic lock-on or guidance; streaks and LRMs CAN work the same way.
Edited by Warrax the Chaos Warrior, 16 January 2013 - 05:20 PM.