Arx Ardashir
Imperium Aeternum
575
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Posted - 2014.02.22 14:03:00 -
[1] - Quote
TL;DR: Random tracking speed changes (vehicles only) and loss of crosshairs (for both vehicles and infantry)
There have been other threads that discussed tracking disruption, and they were either: a) Slows down turret traversal (affects vehicles only) b) Increase weapon dispersion (affects both infantry and vehicles)
Both of these ideas are good, though some are somewhat "how would that work?" in-universe. Tracking disruptors in EVE work by messing with the targeting computers for the turrets. Since battles are fought at kilometers apart (though can be much closer in frigate blaster brawls) between ships going hundreds and sometimes thousands of meters per second, complex calculations are needed in order to ensure that targets are hit.
While weapon dispertion is a good idea in that it makes tracking disruption affect both infantry and vehicles equally. However, dropsuits don't use tracking computers; they rely on the hand-eye coordination of the merc.
Slowing down vehicle turret's tracking speed is good, but it could be hard to tell if the EWAR was active on the vehicle without some kind of graphical effect, but why would it cause a graphical effect?
Proposal: How about the Tracking Disruptor affects the tracking speed of vehicle turrets randomly at set intervals (both increases and decreasing th speed by random amounts) and also gets rid of the on-screen crosshairs for both vehicles and infantry (but only when hipfiring).
For Vehicles: While under the effects of tracking disruption, the tracking speed for vehicle turrets changes between random values every second. One second the turret is tracking at only half speed, and the next it's tracking at twice the speed, far overshooting it's target as it attempts to track. The values could be 0.1, 0.33, 0.66, 1.0, 1.33, 1.66, and 2.0 and changed every second, causing turrets to be highly uncontrollable for the duration. The crosshairs onscreen could also disappear, requiring approximation for rail turrets and constant firing for blasters to use their "bullet stream" as a laser-sight. The target information that pops up (dropsuit type, distance, efficiency rating) would also disappear while under the effects of tracking disruption.
For Infantry: EWAR against infantry is limited in nature, having to mess with their onboard computing software which is supplemental at best. Taking displays of the HUD is the only real way to affect them. For Tracking disruptors, this would remove the crosshairs displayed in the middle of the screen while hip firiing. Anyone who's fired a weapon without looking down the sights knows that targeting is approximation at best. Game-play wise, this means that keeping a target is the middle of the screen will allow for shots to be on target. If that's not good enough, looking down the sights (ADS) would take care of that, as the merc is then either using the ironsights on the weapon or a weapon-mounted scope, neither of which is controlled by a targeting computer. The target information that pops up (dropsuit type, distance, efficiency rating) would also disappear while under the effects of tracking disruption.
Counters: Counters for TD would be either ADS for infantry, or tracking stabilizers for vehicles (would be a new module). Tracking stablizers would act against the effects of the tracking disruptors, lowering the "spread" of possible disruptor values.
Module Stats: Tracking Disruptor: STD - Tracking speeds are randomly changed between 0.66, 1.0, and 1.33. ADV - Tracking speeds are randomly changed between 0.33, 0.66, 1.0, 1.33, and 1.66. PRO - Tracking speeds are randomly changed between 0.1, 0.33, 0.66, 1.0, 1.33, 1.66, and 2.0.
Tracking Stabilizer: STD - Tracking disruption will only change between 0.25, 0.5, .75, 1.0, 1.25, 1.5, and 1.75 ADV - Tracking disruption will only change between 0.50, 0.75, 1.0, 1.25, and 1.5 PRO - Tracking disruption will only change between 0.75, 1.0, and 1.25
An example of the interaction between the tracking disruptor and the tracking stabilizer: A STD tracking stabilizer will let a STD tracking distruptor set it's tracking speed to 0.75 and the lowest and 1.25 at the highest. A STD tracking stabilizer will let a ADV stracking disruptor set its tracking speed to 0.5 at the lowest and 1.5 at the highest. A STD tracking stabilizer will let a PRO tracking disruptor set its tracking speed to 0.25 at the lowest and 1.75 at the highest.
Thus, a STD tracking stabilizer will still protect a vehicle against the full effects of a tracking disruptor, and a STD tracking disruptor will still allow for disabling of a turret against a PRO tracking stablizer. Neither module completely negates the effects of its counter module at any level.
Delivery for this form of EWAR is still something to be figured out. An AoE proxy-mine like device? A targeted piece of equipment (like a rep tool)? Grenade? If a remote activation (the proxy mine or a grenade), then the time for the effect would have to be decided upon as well. How long is a fair amount to mess with a turret? If the TD is a rep-tool like piece of equipment where it has to be constantly targeted (and thus a dedicated TDer needed), then I think an indefinate time while within range is fair. What would the range be then? That's also something that would need to be figured out.
So, what do you think?
I contribute nothing.
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Harpyja
Molon Labe. General Tso's Alliance
1175
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Posted - 2014.02.22 15:16:00 -
[2] - Quote
+1
As far as delivery, I think it should be like the repair tool on infantry.
For vehicle based tracking disruptors, they should be like the remote reps before 1.7: requires lock-on but remains active for a some duration and allows the vehicle to continue firing. Can only be used against other vehicles.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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