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Behold! Ze Thermal Warfare!


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#1 Private Backside

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Posted 17 February 2013 - 05:58 PM

alright, i've noticed quite a few threads about how current thermal imaging is OP or, contrary, not efficient enough. some blokes even got minor concussion over playing "river city night" again and again and again.
here's a couple of suggestions that can, potentially, make game more better/complex/enjoyable.

1. thermal imaging effector.
mechs and all mech related stuff is a military technology. miltec is by definition reliable and foolproof. i suspect that imagers used in mechs not different than ones used in, say, armor or mechanised inf. being Motor Rifles back in the day i can say that we're mostly a dumb lot. so, reliable, foolproof, simple - prerequisites for mil tech.

suggestion: get rid of those funky rainbow colors and make TI grayscale, as in modern day FLIR. lessen the noise, improve definition.


2. thermal inert plates and insulative paint.
image acquisition systems have a lot of potential in the game. right now it's kind of overly simple, hit "h" and enjoy the blurred blobs, hit "n" and become a myopic heap of metal. means to counter thermal imaging can add a whole new dimension of warfare.

suggestion: make a module that adds tonnage and replaces standard mech plating with ones that have additional layer of ceramic based styrofoam that lessens heat signature. go further and make insulative paints avaliable in camo shop (for a huge cbill price). something along module will lessen heat signature for 70%, paint lessen hs for 25%, module+paint will do 90% reduced heat signature.

#2 The Cheese

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Posted 17 February 2013 - 06:43 PM

Why add any huge cost to the anti-thermal system? Just make Thermal into a module that you have to buy, and introduce another module for nullifying your thermal signal.

#3 Vrekgar

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Posted 17 February 2013 - 07:04 PM

Better idea;

Flare Launcher: Equipment much like ECM. Triggerable to fire a flare into the sky forward from where the mech is pointing. Flares introduce massive blurring and distorsion on anyone who has Heat vision running, they also light up the area making it easier to see with regular vision. Has a longish cooldown and the flare only lasts 10 seconds.

Smoke Launcher: Same triggerable mechanics as the Flare launcher. Triggers either a Wall of smoke or a line of smoke (Mode switch like ECM) Smoke obscures Heat and regular vision but is very noticable. Lasts 30 seconds with at least a 1min cooldown. Blocks direct LOS for targeting.





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