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Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 18:06:00 -
[1] - Quote
Just some brainstorming ideas from a RL EWAR expert (Its my job)
Sensors: Make it a fitting option (new sensor slot) with different types that work differently and can be jammed differently; RADAR: Line of sight, obscured by objects, has a maximum range, and can be jammed and spoofed (more on ECM in a moment), slightly greater detection of and by other Radar sensors. This is the default sensor. It also displays the actual minimap and not just player positions (since radar can map terrain). All Dropsuits should start with this as the basic sensor. THERMAL: Line of sight, obscured by objects, NO MAXIMUM RANGE, can be jammed, partially spoofed. Does not display the minimap. Large explosions near by disrupts the sensor, and large explosions near a target disrupts pickup of that signature (you could hide next to a flaming wreck and a thermal sensor wouldn't pick you up well. LIDAR: Line of sight, obscured by objects, cannot be jammed, can be spoofed, unlimited range, greatly increases your visibility to other liar sensors. Displays a detailed minimap that includes contours. MOTION: 360 regardless of obstructions, small range, cannot be jammed, can be spoofed. Does not increase detection by other sensors at all. Displays no minimap.
Additional Sensor Possibilities: Magnetic, best against larger chunks of metal, limited range (better than motion, less than radar) passive sensor that doesn't increase your detection by other sensors Gravimetric, not sure how it would work well, in space its based on the sensing of gravity waves given off by starship engines, but for this game would have to be different, Im open to options. Sound, could be just your ears, could "see" around obstacles, better detection for people shooting, sprinting, etc. Couldn't be jammed, but could be spoofed...maybe...
Electronic Warfare: There should be two main types: Electronic Attack (EA) and Electronic Protect (EP) Electronic Attack (EA) that consists of Jamming and Spoofing; Jamming, an AOE or directed attack against either sensors (RADAR, LIDAR, or THERMAL) or communications (TACNET). The AOE jammer affects any sensor in range and in line of sight and prevents them from detecting.
RADAR Jamming: prevents detection of ANY thing, regardless of who is the source of the jamming. Same effect for AOE or directed.
LIDAR jamming:Cannot be jammed, only spoofed.
THERMAL jamming: prevents detection of the suit/vehicle that is jamming only.
Spoofing can be AOE only, and results in many false targets being placed on the enemies sensors. RADAR Spoofing: adds lots of false targets in an area around the jamming source that appear to pop in and out and move randomly, actual tracks are masked as well by fading in and out.
LIDAR Spoofing: Creates false targets in a cone in the direction of the jammer source and extending out to infinity. Width of the cone should depend on the relative strength of jammer and sensor, not on position or range of the jammer.
THERMAL spoofing: Equipment module that deploys a myriad of small flares that spoof the thermal sensors in an area. Also, normal pandemonium of battle with lots of heat signatures can spoof thermal sensors.
MOTION Spoofing: Creates false targets in an area centered around the SENSOR instead of the jammer, otherwise identical to RADAR jamming, but at much shorter range.
Communications Jamming would be an AOE or directed jamming that removes anyone in its effect from RECEIVING TACNET transmissions. So data coming OUT of a jammed area would still function, but those being jammed would not receive any TACNET info. TACNET info should include the regular updates on what is being hacked or not, all of the little arrows showing enemy movements, objective orders sent VIA squad or commander commands, etc.
Electronic Protect are systems that directly counter EA systems. EP systems that are targeted at the jammer prevent that jammer from having any effect on anyone. EP AOE systems decrease the effectiveness of jammers on friendly units within its AOE.
Single Target EP systems could be modules that reduce a suit/vehicle's signature against a certain type of sensor, like radar, or lidar. Thermal masking armor, low armor points, very very low or ZERO heat signature. etc.
Vehicle mounted systems should be larger and more effective than their drop suit counterparts.
Certain drop suits should be given special roles for sensors or jammers. For example, a scout suit should have two sensor fitting slots, a heavy should have none. A command drop suit should have bonus to fitting EP systems. LAV's and Dropships should be able to fit more/better sensors than HAVs. New Dropsuit designed specifically for jamming, perhaps a tech two version of scouts or assaults.
All sensors and jammers should require CPU and PG so that going full EWAR or SENSOR should cost you some combat killing power.
There would require a fairly significant amount of balancing the different AOE and targeted modules from different platforms (a targeted jammer from a dropship could be pretty effective, or perhaps dropship AOE mechanics should be in a hemisphere below the dropship.)
Jammer effect on targeted weapons like Swarm Launchers should be handled very carefully. One way to approach it would be to make any targeted weapon have some kind of tracking system that can be defeated by jamming, so one SL uses radar, then a radar jammer would make it a dumb weapon, but all other jammers would have no effect.
EMP/Electro-Magnetic Burst Weapons: Some EWAR suits and vehicles should be able to deploy AOE burst type jammers. Suits should be able to throw EMP Grenades that jam EVERY sensor type for a short period in a small area. Vehicles should be able to use a module that fires a larger EMP explosive. Dropships could have EPM "bombs" that drop straight down. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 18:40:00 -
[2] - Quote
John VahKriin wrote:Greetings and Salutations, I agree 100% with your ideas on E-WAR, it sounds like a good idea and your ideas seem pretty tactical for people with the itch to use this kind of equipment,
Thank you.
Any suggestions or tweaks for expanding or changing it? |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 19:30:00 -
[3] - Quote
Kiso Okami wrote:OMG, I was born for this thing!
BTW, some of the stuff that mentioned here could also be included in the logistics type armors. Scout, obviously would have a Spec Ops type drop suit for jamming, while the logistics would have a drop suit for counter-measures and detection.
Also, where does E-bombs fit in all of this? I mean, a scout or a logistics would certainly have access to a special bomb made just for the mere purpose of destroying all forms of communication along with the use of most of any tech object (weapons, vehicles, turrets, etc) that is not protected against this or simply is immune to it (pistols, rifle, sub machine guns or weapons that behave similar to our generation of firearms). Of course, their effects would be temporary (a matter of seconds which would make everything just "restart")
Aha!
EM Burst.
Adding it now. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 19:34:00 -
[4] - Quote
Also:
Droplink Jammers: A targetted jammer that prevents a drop link from working. So targeted at a CRU or vehicle with a CRU would be incapable of bringing in spawns. The only indication on the deployment screen should be a frozen countdown timer.
I would be willing to discuss an AOE drop uplink jammer, but it would need to be carefully balanced. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:04:00 -
[5] - Quote
Kiso Okami wrote:Traynor Youngs wrote:Also:
Droplink Jammers: A targetted jammer that prevents a drop link from working. So targeted at a CRU or vehicle with a CRU would be incapable of bringing in spawns. The only indication on the deployment screen should be a frozen countdown timer.
I would be willing to discuss an AOE drop uplink jammer, but it would need to be carefully balanced. Make the timer work in a matter of seconds, maybe even a few minutes to make the effect heavily stated (put importance in the idea of E-War). Also, there should always be a way to counter it faster (hacking/breaking the jammer, fixing the CRU/D.link with a logistics / scout to reactivate the spawn)... and let's not forget that we could probably just make someone drop another uplink nearby to simply side-step the problem. There's all the balance that you will ever need. EDIT: now that I think about it, we could probably use this as another form of obtaining a win in Skirmishes. Like, we could take all of the drop uplinks of the enemy and completely jam their ability to re-spawn in the map for an instant victory. It seems hard to do right now, so it should be a viable option of winning by simply overrunning the enemy camps, taking all of their CRU/up-links and jamming their forward spawn. Maybe that could be a way to set up the MCC "forced drop" (making players drop in any are that they want) or even serving as a setup for an orbital bombardment to at least reclaim the main drop zone area.
There is always a spawn point in the rear where you can't get to so that wouldn't work. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:07:00 -
[6] - Quote
Sensor Installations: Deployable sensor towers that can also be jammed. Stronger sensors than suits or vehicles. More resistant to jamming. Deployed by the CDR in the MCC.
Deployable Jammers: Same thing, but an AOE jammer deployed by the MCC, restricted to one or two sensor types. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:10:00 -
[7] - Quote
Ricktus Molikroth wrote:Being able to tap in to enemy voice comms would be neat kinda like that splinter cell multiplayer that was out for a while, eaves droping on the enemy team for a short period.
Oooh....
Ok, voice comms jamming and spoofing:
Jamming, an aoe that jams a single person from RECEIVING voice comms (basically mutes their headphones, but their MIC still works).
Spoofing: Only targetted, should have to be vehicle mounted, and targeting a player or vehicle and allows that player to hear the other teams comms.
Not sure how hard that would be to code. Like you said, splinter cell multiplayer did it so it can't be impossible. And it would be really really fun. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:47:00 -
[8] - Quote
Jin J'Rayle wrote:+1 I'm all for this. Well written and thought out post.
Thank you |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 21:45:00 -
[9] - Quote
Kuruk Roden wrote:this is concerning is the FPS point of view like the mini map? and the names over the players heads? because in the overview you can see tanks, and soldiers running around...
MMC commander can relay that information and direct the troops from it's RTS point of view...
What the MCC sees and what is shown on your minimap depends on the sensors.
If you look really closely, you can see vehicles moving around and that is fine since in a real world scenario where spaceships are in orbit, they would have optical sensors looking at the battlefield. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.04 17:49:00 -
[10] - Quote
Valel Halon wrote:Very well thought out post Traynor.
Another idea that could use exploring is EWAR vs Orbital Bombardment / Planetary Defense Installations.
While we are not sure how the interaction will fully play out until launch (or a future build), here are some ideas:
Orbital Bombardment Jamming: Possibly a sensor installation (given the amount of power it requires) that jams Orbital Bombardment within a specific range around that installation (Higher Tech versions have larger AoE coverage). Needs to be hacked / destroyed in order to allow bombardment in that area.
Orbital Bombardment Spoofing: Similar to Voice Comm spoofing, needs to target individual Duster that is calling in the Orbital Bombardment, if successful another set of random coordinates are sent to the Strike Ship.
Planetary Defense Installation Jamming: A vehicle module (Drop Ship or HAV) that needs to be activated near the Defense Installation and would jam the weapon from firing. The module requires a large amount of CPU and PG to fit and would most likely be the only module on board the vehicle.
Planetary Defense Spoofing: Open to ideas.
Again this is all hypothetical, until we have the opportunity to interact with Orbital Bombardment and Planetary Defense Installations.
Those are all good ideas as well. I am curious to know how they plan for the orbital artillery to be targeted and whether jamming it would be doable at all. But I like where your head is at. |
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Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 01:29:00 -
[11] - Quote
Garrett Blacknova wrote:Thermal sensore detect heat.
All energy weapons in the game direct heat against targets.
Lighting fires produces heat.
Explain the logic behind the "no spoofing thermal" part of this system?
I understand in a game set in space, because fires would burn out too fast to be viable, and space is COLD, but on the ground, it makes no sense.
Thermal doesn't precisely locate a target, it just sees heat.
Spoofing is a DELIBERATE insertion of false targets.
What you are saying is like saying that a airport radars are being spoofed by a lighting storm. Its not.
I put it in for no Spoofing because in order to spoof, you would have to actually create a lot of false heat signatures. But a directed IR beam will blank out a thermal sensor, jamming it.
So there is no physical way to truly spoof a thermal sensor. Besides, it also gives some variation to the whole system which increases the depth. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 13:53:00 -
[12] - Quote
shameless bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 17:16:00 -
[13] - Quote
Garrett Blacknova wrote:Traynor Youngs wrote:Garrett Blacknova wrote:Thermal sensore detect heat.
All energy weapons in the game direct heat against targets.
Lighting fires produces heat.
Explain the logic behind the "no spoofing thermal" part of this system?
I understand in a game set in space, because fires would burn out too fast to be viable, and space is COLD, but on the ground, it makes no sense. Thermal doesn't precisely locate a target, it just sees heat. Spoofing is a DELIBERATE insertion of false targets. What you are saying is like saying that a airport radars are being spoofed by a lighting storm. Its not. I put it in for no Spoofing because in order to spoof, you would have to actually create a lot of false heat signatures. But a directed IR beam will blank out a thermal sensor, jamming it. So there is no physical way to truly spoof a thermal sensor. Besides, it also gives some variation to the whole system which increases the depth. No way except to create a lot of heat sources. Say, for example, any incendiary device ever? Flares? They could have a cluster grenade that releases several small flare-like slow-burning bomblets to divert the sensors. That would be possible with modern technology. Pretty sure New Eden hasn't reverted on their ability to make fire.
Oh I see, hidden deep within your sarcastic caustic tone there was a suggestion.
An equipment module that deploys numerous flares to spoof the thermal sensors.
Thats a good idea. I will alter the original post to add it in.
Next time just say what you mean.
|
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 17:30:00 -
[14] - Quote
Garrett Blacknova wrote:Traynor Youngs wrote:Next time just say what you mean. I'm sorry. I do have a problem with that sometimes (actually... rather often). I'll try and be more coherent with my feedback in here. You people are more friendly and sensible than the usual forums I frequent.
No problem, and thanks for the feedback.
I think its a great idea, and I was just thinking that the Dropships could have a module that fires out a whole bunch of flares in a kind of screen that prevents thermals from picking up anything behind it.
Could make for interesting group play screening maneuvers from observation. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 05:38:00 -
[15] - Quote
Yes I am bumping my own thread.
I am bumping it now since the servers should be coming down in a while and people will be on the forums for several days and I am sure more people have ideas about how CCP should handle Electronic Warfare.
So, what ideas/opinions do you guys have? |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 16:56:00 -
[16] - Quote
Corban Lahnder wrote:How about a simple radar jammer thats a piece of equipment, generates random inacurate pings on all radar. Deployable like a nano hive or drop uplink. Various kinds will have expanded AOE for fewer inacurate pings etc.
That is Radar Spoofing.
Its in the OP. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 16:57:00 -
[17] - Quote
Kiso Okami wrote:Traynor Youngs wrote:So, what ideas/opinions do you guys have? I haven't checked this in a while, so I'll have to ask: Has someone thought about drop-uplink jamming? The idea would be to somehow make it difficult for the enemy to respawn, maybe by increasing the re-spawning in a certain area. Maybe you don't want to capture a CRU so that players get a false sense of security, but you don't also want them dropping in on you every ten to fifteen seconds. Maybe you just want to use an up-link jammer that increases the time it takes for a clone to re-spawn in a given area if only to mess with their heads or make them double-guess the possibility of "there being someone waiting at the other end of that tunnel"... or not. See what I mean? MY idea, of course would be to have a jammer that could increase the time to re-spawn on a given location by a time dependent on the type of "jamming" that you do to the given spawn point (hack jamming, module jamming, EMP, etc), and, in true New Eden Universe fashion, the trained level of a related skill to this specific ability.
I like that idea.
Could be targeted on a CRU and prevent that CRU from operating at all, or an AOE that slows it down over an area. I think vehicles targeted with an uplink jammer would be prevented from cloning anyone also. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 18:50:00 -
[18] - Quote
Hawk Von Draum wrote:things that go ........ in the night Im not sure what you are trying to say. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.14 23:43:00 -
[19] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.15 15:25:00 -
[20] - Quote
H arpoon wrote:I agree with most of these however it seems like an awful lot of options. I'd suggest cutting out a few. EMP and the sensors were some of my favorite.
I think the number of options was the point.
The more complicated the game is, the more options there are for players to define their own gameplay.
For example: The way it is now there is one type of sensor, it can't be changed or modified. Everyone is the same except by skill points. The only way to allow players to avoid sensors is by the DEVs creating some kind of feature or mechanic to exploit which forces players to do it ONE way.
If there are a bunch of options all with counters, then when your Corp invades a planet, you can get intel on what sensors the other guys use most often and design your fittings to best counter them, effectively negating their fittings. This puts the power to "make" new gameplay systems in the hands of the players.
And that is good sandbox game design. |
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Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.17 19:55:00 -
[21] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.07 17:49:00 -
[22] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.07 18:35:00 -
[23] - Quote
Dante Daedrik wrote:Shot in the dark idea: What if when we have the capability to call in Command Centers and other types of deployable structures we could have a device that when on the field scrambles/distorts/jams enemy communications until said structure is destroyed.
That is a good idea. Structure based EWAR.
I like it. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 15:14:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:+1 This thread is full of great ideas, and deserve CCP's attention.
I thought about a device that creates false enemy readings on the minimap, and as red chevrons on the HUD, this would be a great equipment device. Glad that its suggested. I would love to see some EMP weapons, not just grenades, but maybe sidearms. EMP weapons should do lots of damage to shields, and even disable HUD functions temporarily. Fully upgraded sensor equipment should be able to spot cloaked players.
Yea, all good ideas.
I like the idea of the commander being able to deploy a large EMP as well. CCP have hinted that there will be "nukes" but who knows.
Also, I think that if/when there is an APC vehicle introduced, there should be a command vehicle version of it that is chocked full of sensor and jamming equipment as well as modules that boost the performance of the mercs who are nearby it as well as a war point bonus and an increased ability to call in Orbital Strikes (that would make the command vehicle a very important target to take out if you are the enemy). Could possibly be a Dropship version of a command vehicle as well, one that sacrifices some of the command boosting/EWAR/Sensors of the ground version for the ability to fly around the map quickly.
I would assume that other specialty vehicles with various sensor mods would also be used for things like searching out cloaked/concealed mercs/vehicles.
I think a great addition to the dropship would be an EWAR variant that is full of sensors and instead of turrets, have manned EWAR modules. So the guys in the back are using a different interface to control jammers and spoofers and such. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.09 20:08:00 -
[25] - Quote
I have noticed no capacitor in DUST, also in EVE cap warfare is ok because you activate a targeted module and forget about it, in DUST you could either make it a weapon (which would suck to use) or an AOE like grenade or something.
not convinced... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.10 16:40:00 -
[26] - Quote
Shamelessly bumping this thread so that new Eve players coming in will see it on the front page.... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.10 16:44:00 -
[27] - Quote
Iceyburnz wrote:Really looking forward to non standard vision choices.
Predator sniper time. Yay.
I have wondered about the ability to change vision and I am not sure about it TBH.
My sensor ideas were based mostly on what enemies were detected and then highlighted by your TACNET display. I wasn't actually talking about switching to other spectra for viewing. THe graphics changes would be pretty extensive and difficult to create on the fly.
Single player games that do this use heat mapping that is generate by developers. In order to do it in this game, every pixel would have to have a heat value associated with it, that then gets rendered differently from the rest of the graphics of the game.
I can see it being a huge problem.
Gameplay wise, it could develop into a "standard" vision that everyone feels they HAVE to use if any single vision type provides the best information for players. And that would be bad too.
So I know what you are saying and I like it....but I think its a long way off. First step would be to make the TACNET icons based on sensor types versus environmental conditions. Then perhaps down the road, different vision types (with night vision being first on the list since its the easiest and I assume we will have day/night cycles in DUST) |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.11 03:39:00 -
[28] - Quote
Traynor Youngs wrote:Shamelessly bumping this thread so that new Eve players coming in will see it on the front page....
Again...
but with slightly more shame... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.11 17:13:00 -
[29] - Quote
Zerlathon wrote:I was thinking perhaps a particaulr weapon that is specifically designed against shields and to disorientate your opponent. Take this video for example. You could have a CQC weapon that does exellent damage against shields and staggers the opponent, but does minimal damage to their armour. Perhaps having a light/ heavy weapon for AV, and a sidearm for AI. The damage would diminish the further it goes, and the damage inflicted would be dependant on how much of the "wave" hits you. Perhaps it's a ridiculous idea, but perhaps it could be an idea that is the basis of something a little more "game-worthy"
Thats actually pretty cool, but I don't think it fits in with EWAR so much.
Also, CCP are adding stagger to weapon damage... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.14 01:48:00 -
[30] - Quote
bump |
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Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.23 05:08:00 -
[31] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.06 02:58:00 -
[32] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.19 19:42:00 -
[33] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.19 20:09:00 -
[34] - Quote
KAGEHOSHI Horned Wolf wrote:Some games have incendiary grenades whose fire can be used to block off paths. What if an electronic weapon filled that role? I propose a deployable device using microwave radiation that causes intense pain (resulting in slowed movements, slow animations, and decreased accuracy) on mercs within its radius. It would be a portable version of http://en.wikipedia.org/wiki/Active_Denial_SystemIt won't necessarily block off paths, but it will make certain paths highly unfavorable for enemies.
That active denial system is no joke! Hurts like a SOB!
Perhaps something like that that instead stripped off merc shields and slowed them down?
Pain is hard to convey through a game. |
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