The Information Warfare pillar is probably the most exciting thing to come into a MechWarrior game... and to enhance tactical combat I was wondering if a command-interface for Lance Leaders would be available.
This will allow perhaps, the Lance Leader to pull down the radar or mini-map on the fly, and set way points and prioritise targets.
I imagine this feature to allow Lances to react as the situation changes - like in the Mech Commander 1 intro where the Commander gets the Raven to lead a Mad Cat down an alley for an ambush.


Commander's Interface
Started by BenEEeees VAT GROWN BACON, Nov 01 2011 06:46 AM
7 replies to this topic
#1
Posted 01 November 2011 - 06:46 AM
#2
Posted 01 November 2011 - 06:56 AM
That cut-scene was the first thing that came to mind when I read the information pillar comments.
I hope they incorporate something like that not only for the neat leader mechanics, but also because it would mean we'd be getting a much more immersive cockpit than previous games.
I hope they incorporate something like that not only for the neat leader mechanics, but also because it would mean we'd be getting a much more immersive cockpit than previous games.
#3
Posted 01 November 2011 - 04:40 PM
wieland calhoun, on 01 November 2011 - 06:56 AM, said:
That cut-scene was the first thing that came to mind when I read the information pillar comments. I hope they incorporate something like that not only for the neat leader mechanics, but also because it would mean we'd be getting a much more immersive cockpit than previous games.
Yes, then protecting/targeting Lance Leaders will become an important tactical move as losing one would mean the team becomes disorganised.
Losing a Lance Leader might mean the loss of ability to call in air-strikes, command repair vehicles etc... in addition to having someone directly give out orders.
Maybe ECMs can jam the Commander's Module too, and lag or restrict the number of commands he or she can give out depending on the effectiveness of the jammer.
#4
Posted 01 November 2011 - 06:37 PM
Make command Mechs like the Battlemaster available. I know theres a few others out there. Make it so I can ride the jump seat in the back, while a lance mate pilots. I can use the command interface to organise the battle. This would allow more people to be in each fight, without upping the number of mechs.
#5
Posted 01 November 2011 - 06:44 PM
My question in this regard is, are we trying to essentially pull the C3 system into use before it was invented or are we doing something totally different because as I see it the only tech way scouts relay data right now is by word of mouth. The only thing other than the C3 master and slave system that relayed that information electronically was the mobile control centers, that commanders not in mechs used to coordinate battles. But obviously we will not have those. So my question remains, are we enacting a C3 type thing, and if so is this a departure from lore?
#6
Posted 19 January 2013 - 12:22 AM
The command elements that we already have just suffer from some inconvenient UI design. It's currently too many clicks to just mark a location on the map.
The only other command-specific new feature that I've been able to come up with that would have an easy UI would be this: Let the commander set priority targets. Pressing the F key would make the currently selected target the team's primary target. All other teammates would see this mech highlighted in gold instead of red. This is pretty much the most important thing that we use teamspeak for that we currently do not have a good way to convey in game. Text chat can be used to convey most strategies, but the only time you designate targets is when your hands are already busy with combat.
The only other command-specific new feature that I've been able to come up with that would have an easy UI would be this: Let the commander set priority targets. Pressing the F key would make the currently selected target the team's primary target. All other teammates would see this mech highlighted in gold instead of red. This is pretty much the most important thing that we use teamspeak for that we currently do not have a good way to convey in game. Text chat can be used to convey most strategies, but the only time you designate targets is when your hands are already busy with combat.
#7
Posted 19 January 2013 - 03:28 AM
TehCable, on 19 January 2013 - 12:22 AM, said:
The command elements that we already have just suffer from some inconvenient UI design. It's currently too many clicks to just mark a location on the map.
The only other command-specific new feature that I've been able to come up with that would have an easy UI would be this: Let the commander set priority targets. Pressing the F key would make the currently selected target the team's primary target. All other teammates would see this mech highlighted in gold instead of red. This is pretty much the most important thing that we use teamspeak for that we currently do not have a good way to convey in game. Text chat can be used to convey most strategies, but the only time you designate targets is when your hands are already busy with combat.
The only other command-specific new feature that I've been able to come up with that would have an easy UI would be this: Let the commander set priority targets. Pressing the F key would make the currently selected target the team's primary target. All other teammates would see this mech highlighted in gold instead of red. This is pretty much the most important thing that we use teamspeak for that we currently do not have a good way to convey in game. Text chat can be used to convey most strategies, but the only time you designate targets is when your hands are already busy with combat.
YES, exactly UI is the problem , because of the few things: camera is pushed to the view-port and player have to change FOV which can result in some picture compressing and make picture little unrealistic (some parts of the picture) - if we could have camera point little pushed back we can have clear visual on cockpit and cockpit could have some of the the "lower" UI transferred onto the screens we see in cockpit (like weapon list or radar) - that way for neurohelmet UI we can add stuff that tells you the information that are more necessary than weapon grouping and ammo like enemy's armor status and your status.
So basically, neurohelment UI would be designed for showing "more important info at the moment and could change any second" so that you don't have to look all over your cockpit for things like enemy's status. More stuff can be added.
#8
Posted 19 January 2013 - 06:12 AM
Amarus Cameron, on 01 November 2011 - 06:44 PM, said:
My question in this regard is, are we trying to essentially pull the C3 system into use before it was invented or are we doing something totally different because as I see it the only tech way scouts relay data right now is by word of mouth. The only thing other than the C3 master and slave system that relayed that information electronically was the mobile control centers, that commanders not in mechs used to coordinate battles. But obviously we will not have those. So my question remains, are we enacting a C3 type thing, and if so is this a departure from lore?
As I understand it what we have right now is already better then the to C3i. You can see mechs that have been targeted by all eight team mates.
It would be a very different game if this was removed and added back as a module.
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