First of all, I'm no natural english speaker, so, be kind.
Secondly, I'm not trying to restart from the beginning some debates that happened on this forum, so, there will be some ellipses. For example, I'm building on the postulate that ECM is not at the same time fun and balanced, but also that it's needed. I'm also totally fine with the idea that things NEED to be different from TT in some instances and probably better when closer in others.
On one hand, you can totally disagree with any postulate, but, as it's a thread about discussing suggestions, there's little use all things considered. It's not a poll (at this time anyway) so "that's totally bull****" won't serve any purpose, "I think that this thing needs tuning and that's why and how" and even "it's a really bad idea because..." are really appreciated. There will be some strange ideas, and I'm not adamant that they're all good/practical/feasible.
Also, they're edited in a "modular" fashion. Alternative, madder or just different options are sometimes mentioned. Those optional things are to be considered with and without.
Thanks.
Suggestion : Electronic Warfare
Base ideas :
- need to be some difference from TT, more realtime-gameplay oriented, but as rich
- take use from existing assets from the game as it is
- ECM is powerful. Variants of ECM chassis without ECM underpowered. Frequency of ECM variants far higher than non ECM ones.
- instead of being a "no choice" option, electronic warfare should also be a loadout choice, like any armaments and counters of the game
Axiom: Dilution : If an asset is too important, but you don't want to just erase it as a specific advantage, give a lesser version of it to the other actors.
Sources:
http://www.sarna.net/wiki/ECM
http://www.sarna.net...rdian_ECM_Suite
http://www.sarna.net/wiki/ECCM
Core Suggestion :
Let there be an ECM Suite equipment as it actually is. (We'll call the original one ECM1 and the new one ECM2, for the explanation only)
By itself, ECM2 doesn't do anything. It's requiered to have access to any of the following.
Let there be a new subpanel in the Module panel, in the mechlab. Same interface.
All Electronic Warfare related options are now Modules too, EW Modules.
Suggestion list :
-> Electronic Countermeasures Stealth Module, that does divide the lock distance by 4, ignore BAP, and make enemy mechs disappear from sensors in a 180m radius around as ECM1 does
-> Electronic Countermeasures Jamming Module, that does the 180m no-C3 bubble and 180m no-radar-at-all radius
-> Electronic Countermeasures Disruption Module, longer targeting and info gathering, no NARC bubble, and no-lock bubble
-> Electronic Counter-Countermeasures Module, that does the Counter mode of ECM1, negating one ECM2 in a 180m radius. When ECCM is active, all other modules are disabled.
ECM variants (that are nowadays "ECM capable") are given 3 EW module slots.
Some other love-impaired variants are given 1 or 2 slots.
A new Master-level skill can be unlocked, that gives ONE additional EW slot.
Optional Idea A: (added effects)
-> Jamming Module also disrupts Artemis effects (as in TT)
Optional Idea B (new modules)
-> Electronic Countermeasures Ghost Module, that makes sensor ghosts appear, that can be targeted and give "pristine" datas of the ECM-equipped mech. LRMs *can* indirect fire at ghosts (and that's bad for them). Ghosts also appear on the sensor map. This one is from TT.
-> Electronic Countermeasures DataChecker, that allow to go through the Stealth module at long range like a standard ECM/ECCM duel. The idea behind this one is to allow some sort of "long distance electronic warfare", given it'll probably be bought by LRM's users - that can on the other hand be fooled by the Ghost module, thus creating some sort of triangular and/or complementary choices in EW.
Optional Idea C (like in Crazy, but I so love it)
there's no restriction that I'm aware of about ECM mechs in TT... what about...
All mechs starts with 1 EW module slot ?
You still need to carry an ECM Suite (Guardian, Clan, Angel when/if accessible) to use them.
The far end of the axiom's exploration. Ultimate Dilution.
If options B and/or C are chosen, ECM1 capable mechs can access 4 EW modules from the start.
Optional Idea D :
You can equip MORE ECM Suite than one. All ECM Suites add up when calculating ECM/ECCM duels.
Optional Idea D' :
You need one ECM Suite per module. Seems rather heavy in the end for ECM-loaded specialists...
Optional Idea D '' :
They still add up for ECM/ECCM duels ^^
(Point of interest: Things are probably to be about some "underpowered" variants, likely MASC for example, perhaps others, so balance between variants has to be WIP. )
Linked Suggestions (that are still to be considered even if the whole here up thing is dismissed):
-> TAG should allow the TAGger (and only himself, if under Jamming bubble) to lock on the target even if in Disrupt range. If you've got a laser designator, what's the point with being disrupted ? The whole idea is to rely on a direct link to lock, not another signal. You still have to sacrifice an energy hardpoint. A heavy deal in lots of builds.
-> NARCs should stay longer in the target. Even the whole game. They'll be disrupted a lot if the number of ECMs is higher (that said, nowadays, they're already disrupted all the time).
-> AMS should perhaps have a quicker target acquisition, to compensate for the renewing of Streaks usefulness.
-> BAP is specifically said to know WHEN it is disrupted, and from approximately where. Could it be implemented ? Some sort of greyed out bubble on the map/ even on the hud ? Really no pinpoint thingy, just a 300m blob or something. Would greatly enhance its usefulness.
Better, all your C3 linked teammates should see the blob. So even in PUG, the BAPper is a useful one.
Totally crazy one but I really, really love this last one:
-> Since BAP is said to allow to detect hidden mechs through terrain, could it be implemented ? If it is, I'm all excited about an old FX i've been unable to find a picture for, that was in the Battlezone remake of 1998: the SITE camera effect. When activated, you could see the lanscape around you (and the landscape only, not the units, even the hidden ones, and that's exactly the point), in a 200m bubble, entirely in wireframe. It was so cool.
Edited by Amarius, 01 February 2013 - 09:51 PM.