Frunje Elbris
Bovine Ltd.
12
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Posted - 2016.04.24 16:35:24 -
[1] - Quote
Hello everyone. I watched the stream where ECM was mentioned as something everyone wanted to fix, but no one prevailed. And I wonder, why something like what I want to present here couldn't be a solution.
Reasoning: Currently, binary nature of the locking mechanic prevents any flexibility for the lock denial process [called ECM]. Because ECM cannot be changed to be more fun, let's change the locking mechanic itself. By this we can fix the ECM and expand the gameplay with whole new facet/dimension.
Locking levels Lock is no longer False or True, but real number of interval 0 to 1. Some of the modules will be enabled to work from the very beginning of the locking, as these can be easily made inaccurate by this locking mechanism (for example guns, or EWAR). Other part of effects would only work after achieving certain threshold of the lock, because there is no simple way of applying this sensor variable to the effect (sending drones to attack, missiles). Also HP readout could be accessible only after some level of lock is achieved.
Time to achieve maximal lock would be based on the same formula lock time is counted with now, but the maximum itself could be altered, based on additional effects. Some could be like ECM, applied to the one who targets, other may be attributes of the target. (yay, stealth)
Thus ECM could in this system prevent you from being accurate with the guns, sending drones, shooting missiles, your remote effects would work with reduced effectiveness. But it would be relatively simple to create new set of missiles, and drones, with lower requirements. And that would not be just an "anti-ECM drone", because lowering threshold means it could be used earlier in the brawl even if no ECM would be there.
Few examples how I see the behaviour:
- ECM lowers the maximum targeted ship can achieve, is stacking penalized, world is saved :P
- ECCM lowers the effect of applied ECM
- Guns has the tracking formula altered with the lock variable. Inaccuracy due to lock is applied even when shooting stationary targets
- Drones/Missiles due to their thresholds may not work at all
- Remote reps amounts are reduced based on the lock level
- EWAR effects are reduced based on the lock level [basically another falloff in the equation]
- Sensor boosters may increase the maximum you can achieve [even though lock level 1.0 is effective maximum]
- Stealth modules [futurefeature] may decrease the maximum anyone trying to target you may achieve. [Mordu's Legion ships native bonus :)]
Issues:
- Implementation complexity and performance impact that I cannot assess
- Currently, you start locking target, and "prime" modules to start cycle just after target lock. This behaviour would not be easily reproducible with this new mechanic [as there would have to be selectors for the user defined trigger thresholds, easily changeable but flexible]. For the short cycle modules it's not a big deal, for long cycle ones, it's probably not such a big pain to do it by hand, if you want to do that perfect alpha salvo .
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