PGI has announced that Modules are their end game equipment. By balancing a piece of equipment like ECM, that is available to all players with no cost of GXP with systems that do cost GXP, I propose a simple fix would be to strip most the ability of ECM, then make its more powerful effects available only through modules.
Guardian ECM, when originally purchased, should only have the effects that it was described to have in the base rule set, much like Beagle Active Probe. Beagle Active Probe's current implementation follows the base rules in books like Total Warfare, but it has additional uses described in books like Tactical Operations, such as 360 degree targeting, advanced target info, and sensor range, that are only available in the form of Modules.
By the base, tournament rules found on page 134 of Total Warfare, Guardian ECM would have the following effects:
An ECM suite has an effect radius of six hexes that creates a
“bubble” around the carrying unit. The ECM’s disruptive abilities
affect all enemy units inside this bubble, as well as any line of sight
traced through the bubble. It has no eff ect on units friendly to the
unit carrying the ECM.
Within its eff ect radius, an ECM suite has the following effects
on the following systems. The ECM suite does not affect other
scanning and targeting devices, such as TAG and targeting
computers.
Active Probe: Active probes cannot penetrate the ECM’s area
of effect. The probing unit would notice that it is being jammed,
however.
Artemis IV FCS: ECM blocks the eff ects of Artemis IV fire
control systems. Artemis-equipped launchers may be fired as
normal missiles through the ECM, but they lose the Cluster Hits
Table bonus.
Narc Missile Beacon: Missiles equipped to home in on an
attached Narc pod lose the Cluster Hits Table bonus for that
system if the pods themselves lie within an ECM “bubble.” The
Narc launcher itself (standard and iNarc) is not affected by ECM.
C3 and C3i Computer: ECM has the effect of “cutting off ” any C3-
equipped unit from its network. If a C3 master unit is isolated from
the network because it ventures inside the ECM radius, the entire
portion of the network below it is eff ectively shut off (all units
subordinate to it on the diagram on p. 132). Only those C3 units able
to draw an LOS to the master unit that does not pass through the
ECM radius can access the network. If the master unit that connects
the lances of a company lies inside the ECM effect radius, the link
between the lances is lost, though each lance’s network functions
normally (unless the ECM also interferes with them individually).
At its basic level, ECM exists solely to counter Artemis, Narc, Beagle, and sharing information through C3.
However, much like Beagle, ECM could be improved by purchasing additional Modules based on advanced rules from Tactical Operations to further enhance its capabilities.
Sensor Obscure 1: Prevents enemies farther than 400 meters away from gaining any targeting data against 'Mechs (ie Chassis Variant, Loadout, Damage Readout) in an ECM bubble
Sensor Obscure 2: Prevents enemies farther than 200 meters away from gaining any targeting data against 'Mechs (ie Chassis Variant, Loadout, Damage Readout) in an ECM bubble
Radar Obscure 1: Prevents enemies farther than 600 meters away the ability to detect a 'Mech in an ECM bubble on radar
Radar Obscure 2: Prevents enemies farther than 400 meters away the ability to detect a 'Mech in an ECM bubble on radar
Lock Scrambler 1: Increases the lock time for units firing on 'Mechs in an ECM bubble by 50%
Lock Scrambler 2: Increases the lock time for units firing on 'Mechs in an ECM bubble by 100%
Lock Scrambler 3: Increases the lock time for units firing on 'Mechs in an ECM bubble by 100%, and prevents locks against 'Mechs in an ECM bubble if the firing unit is within the bubble as well ('Mechs with Beagle Active Probe may still lock on inside the bubble, with a 100% lock on time modifier)
Ghost Target Mode: Allows an ECM 'Mech to switch to Ghost Target Mode. Generates false target signatures for the enemy to target to confuse the enemy (Beagle Active Probe can identify Ghost Targets as false signals)
Counter: Allows an ECM 'Mech to switch to Counter Mode: Counters any other ECM effect within its radius
These modules should require the base ECM equipment to be installed on the 'Mech, or the modules have no effect. PGI has made the things ECM is suppose to counter available only in the form of end-game modules, why is ECM itself not part of those end game modules?
Edited by DocBach, 21 February 2013 - 09:35 PM.