@DocBach:
I agree with you on Beagle! In fact, I touched on it in another thread (as you know, considering you "liked" the post in question).
Strum Wealh, on 14 January 2013 - 02:38 PM, said:
Personally, I would like to see BAP's abilities expanded to mirror those described by the advanced rules in Tactical Operations. Namely:
- able to detect hidden units (perhaps implementable as "can maintain targeting through buildings, forests, and weather, but not through hills"; TacOps, pg. 99 and Total Warfare, pgs. 259-260)
- targeting bonus (perhaps implementable as a slight (~5%?) boost to missile lock speed and/or a slight (~5%?) boost to convergence; TacOps, pgs. 99)
- greater information gathering (perhaps implementable as seeing a HTAL armor display, component health, and remaining ammo counts of a target (rather than the "paper doll" and a simple weapon listing); TacOps, pgs. 99 and 219)
- can detect minefields (if Thunder LRMs and/or Thunder Arrow Missiles are ever implemented; TacOps, pgs. 99 and 210)
- can see ghost targets (generated by ECM Suites and Command Consoles, if the ability is implemented) for what they are (TacOps, pgs. 99 and 101-102)
- can monitor and make use of remote sensors (TacOps, pg. 224)
Your thoughts?
Part of the problem is, a number of those capabilities require certain other things to he implemented in order to become useful - being able to detect mines, see through ghost targets, and draw information from remote sensors means nothing if those things don't exist in order for the interaction to take place.
Another issue is how Beagle is having to compete with
the Module system over certain capabilities.
My personal opinion is that Modules like "Target Decay" ("increases the time it takes to lose a target once line of sight is lost to 2.75 seconds; default time is 2 seconds"), "Sensor Range" ("boosts Sensor range by 15%"), and "Target Info" ("decreases the amount of time required for detailed information by 25%") should have been capabilities reserved for (and built-into) Beagle, with the Modules that build on those (like "Advanced Target Decay" and "Advanced Sensor Range") remaining Modules
but requiring Beagle to be installed on the 'Mech in order to take effect.
As-is, though,
Beagle is currently limited to "25% increased sensor range" (better than the Modules, but IMO the Module should still require Beagle to be installed in order to work), "25% decreased target level acquisition time" (

), and "allows targeting of unpowered 'Mechs within 120m".
Especially with Guardian having most of its advanced-rules-level capabilities implemented in some form (no ghost targets... yet?), Beagle could (and IMO
should) do so much more as well as have a bit of a monopoly over the capabilities it's supposed to embody.
Going back to ECM and stealth, though:
I maintain that there is a hierarchy within the BattleTech rules, wherein advanced rules (TacOps and MaxTech) should not contradict the basic, core rules (TW and CBTMR).
The latter explicitly indicates that units that are technically outside of an ECM field can still be affected by it, provided the unit itself or its LOS/LOF come into contact with it at any point ("Hex C vs Hex D" from TW's example).
In terms of attacking the ECM carrier directly from outside of 180 meters (a hypothetical "Hex C vs Hex A"), the same would hold true - C's LOS/LOF would have th pass through the field of A's ECM in order to get to A itself, and so would be affected by the ECM.
From what I can see in TacOps, the advanced rules don't actually change this - they add other things on top of the basic rules and provide alternatives and workarounds (like the different sensor types and their various effects), but it doesn't necessarily contradict or invalidate what is outlined in the basic rules.
As for the stealth systems, I would argue that TacOps essentially abstracts them into "for all intents and purposes, it acts like an ECM where the effect radius is limited to the Hex in which the unit is presently located".
Also, I'd like to hear what you think of my thoughts on
what the Devs' had said about InfoWar.
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@Amarius:
The thing to remember about Sarna.net is that it (like all Wikis) is a good "secondary source" ("sources that are one or more steps removed from the original event or document; a secondary source interprets and analyzes primary sources") and is useful for providing quick and straightforward references... assuming one can know (or independently verify) that the information contained therein is actually correct.
By contrast, a lot of the current discussion has revolved around the rulebooks themselves as "primary sources" ("documents or physical objects which were written or created during the time under study; these sources were present during an experience or time period and offer an inside view of a particular event").
With regard to most subjects, the information on Sarna is generally correct... but as a secondary source it summarizes a lot of the information - which can lead to some things being lost in translation (or lost entirely), which may be part of why it might seem that "there is something very strange in what [we're] saying, both technically and gameplay-wise" and why "comparing every sarna.net reference about information or electronic warfare" might not clarify things as much as would be preferred.

And the level of abstraction the TT rules apply to the things they cover, combined with both a knowledge of the fluff and some idea of how analogous real-world items/systems work, can compound the issue...
Also, I doubt that Guardian is a placeholder for anything else, in the way that the CN9-AH was a placeholder for
Yen Lo Wang; it may see some changes as the Devs tweak it over time, but it is essentially here to stay (as the things that would replace it - most notably,
Angel ECM - aren't supposed to be available for several in-universe years).