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Author Topic: Electronic warfare and communications.  (Read 1234 times)
Kellzz
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« on: October 13, 2008, 11:32:02 AM »

Something i would like to see, is an EW attack that prevents or hinders all in game communications for the player affected.


So if someone was wandering around, and 2 lances jump on him/her, an attack that would prevent the lone player from warning their corp-mates about the attack.


either a status message stating "Your coms are jammed, and you are unable to send at this time."

Or perhaps bits and pieces of the message making it through. "i need help at xxx,yyy cord!" turns into "... eed... lp.... xxx......y......" or the text sent just looks like someone just mashed the keyboard with their skull.



Yes, ventrilo and other 3rd party programs will be the work around, but just because there is an option outside of the game, does not mean devs need to take away from the immersion of their game.
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Helphyre
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« Reply #1 on: November 18, 2008, 10:22:15 AM »

I agree, it would be a great addition to the game to have some sort of jamming abilities. This brings up another point though. Will the game support verbal communitcations between parties? In either case the only problem with communication jamming would be that well organized player groups would probably end up using a verbal or text communication outside of the game and therefore kinda making the whole jamming thing a moot point. The only other possibility is that npc charaters/ radars could constantly feed information to players if they have it turned on. This ingame inforation could then be jammed. I am not sure that I made any point here other than this issue will need to be looked at carefully.
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Hamilton
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« Reply #2 on: November 19, 2008, 11:34:54 AM »

Aye, there will be no form of voice communication jamming between players, as 3rd party software or devices can over this.  However, providing communication jamming with players to NPC's and NPC's to NPC's can be made possible.  So while players always have the means of talking to each other, the ability to call in for Help or Reinforcements of a Faction may not be possible due to jamming.
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Hamilton
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SoulMiner
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« Reply #3 on: November 19, 2008, 12:00:53 PM »

excellent point here, jamming or ECM should play a large role when fighting NPC's not so much with PvP. 

I understand that ECM will effect missle deployment.  my question is there a 2nd option for missles to be Optically guided like current maverick missles the A-10 warthog imploys for air to ground targets.  and theres also the option for fly by wire such as the TOW missle system which is tearthered to its launcher for minor course adjustments.

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Hamilton
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« Reply #4 on: November 20, 2008, 10:43:50 AM »

Aye

There are multiple Missile Guidance Systems:
- Passive: The missile tracks a target by the emissions or visual image.  Systems include: Heat/Radiation and Optical (imaging).
- Semi-Active: These missiles require the shooter to maintain a lock or guide the missile, until the missile hits.  Systems include: Radar, Laser, Wire and Optical guided.
- Active: These missiles use active sensors to guide themselves to the target.  Systems include: Radar and Smart.


Programming wise:  For the MMO platform we are using, only one camera per player is possible at this time.  Meaning that a player can only have one viewing type of capability used at any one time.  An example would be, say looking from the cockpit view.  Then when firing a missile, to then go to Missile View (which takes up the whole screen).  But it is not possible to stay in Cockpit View and have a monitor in the UI showing the Missile View. 
Additionally Collision Detection is not good enough to allow for impacts, though that is improving.  So the ability to use Semi-Active systems is not likely to be available early on.
Don't have a time frame when that will be possible.
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Hamilton
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SoulMiner
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« Reply #5 on: November 20, 2008, 02:22:43 PM »

that is just the kind of thinking that will make this game excel giving multi levels to each weapon system.

perfect answer to my question. would'nt change a thing in the missle system.

Spot on.

if you did give more than one screen that would give a Hybrid (mech) a clear cut advantage, more outlets of media makes a person more productive. ex fireing 2 weapon system's at once. Any mech with out missles in this system would be obsolete or rather at a disadvantage.
« Last Edit: November 20, 2008, 02:29:36 PM by SoulMiner » Logged

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Helphyre
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« Reply #6 on: December 02, 2008, 10:48:38 AM »

Personally I would like to see the TOW type missles implemented, even if they require yoiu to take up the whole screen. If a player wantes to take the risk of firing a missle and guiding it while he/she is attacked then that is there decision. The benefits to it should be a longer range and obvioulsy guidance. Hide behind a rock a mile away and fire one missle at a time. Would take forever to take down a tgt. But it would also add an interesting twist to the game.
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SoulMiner
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« Reply #7 on: December 02, 2008, 11:15:29 AM »

humm even the best missle could only make a 5 dgree turn even at max fin incline.

the speed of the missle is the determing factor. Mass increases as the missle reaches its max velocity, so greater than 5 degree turn could only be done at lauch (slower speeds). Dont expect to fire around a bolder if straight on with a target but if you managed to flank the target then it would be possible to pull off a 15 to 20 degree arch to hit the mech behind the bolder.

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Helphyre
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« Reply #8 on: December 04, 2008, 12:11:41 PM »

I was thinking of more like hiding behind a rise, out of direct radar contact and attacking a tgt 5k away. But a turn on a dime missle would be fun too.   Grin
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