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The advent of stealth and "E" warfare: pros & cons
We've lived with ECM's for a long time and I think we agree for the most part that they haven't had that big an impact on the game. Does anyone else feel that it's high time that ECM warfare played a more valid role in Jumpgate? If fleet warfare becomes a fact of life in PvP, I would think having a MF with a "pulse dopplar radar jammer" or some other full spectrum active ECM would become a viable possibility.
Some of the cons would be the sudden change in strategies involved, the disruption of PvP balance (I see that as a very minor concern because, other than the "soon", all combat ships have about the same radar range), and possible changes to the economy. Some of the pros I see are getting fresh faces involved in PvP through the appeal of flying PvP combat as an ecm platform rather than a shooter. New and more creative tactics for PvP. Also to be used as a tool by non-combat ships against factionalists and pirates. By no means fool proof but could mean the difference between a quick pod ride or just barely making a getaway. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: The advent of stealth and "E" warfare: pros & cons
If it works against the flux as well as "normal" radars, then I'm all for it. And yes Ambro, if ECM "cloaking" would work against the flux, you could take away the spawn inhibiting Anti-Flux and get no complaints from me about it.
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Re: The advent of stealth and "E" warfare: pros & cons
Could you be more specific. You gotta remember that electronic warfare goes both ways. Anyone else ever played Allegiance, remember the pulse probes that would reveal everything in a sector for a couple of seconds?
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Re: The advent of stealth and "E" warfare: pros & cons
Quote:
I'm not saying ECM warfare would replace your standard PvP bout by replacing your guns with an ECM that makes you invincible. Just another aspect of the game that would be balanced to go along with the rest. |
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Re: The advent of stealth and "E" warfare: pros & cons
Meh. ECM's still seem to me like an esoteric game option that would be rarely used. Now, build them into certain ships as stealth fighters, and a new class is born (and balancing headache). Think of a normal fighter being escorted by 2 or 3 stealth LF's that can only be seen within 6k. Just enough time to hit a flash... but not if you weren't looking for them on your radar constantly (and you would probably be lining up a shot anyway).
Of course, the nature of the Jumpgates kinda made the -X% of radar signature silly since you could see anyone with an ECM if you were camping the gate. Maybe this could be fixed by ECM gate lag shielding you from all radar contact for the 5 seconds you were invincible (and making your guns inoperable for 8s or whatever). Or change the ECM to a cloak with a 30s cool down time or something. |
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Cadet
Pilot Name: -Gent30-
Joystick: Cyborg EVO
Join Date: Jun 2005
Location: France
Posts: 61
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Re: The advent of stealth and "E" warfare: pros & cons
ECMSs should be activated on launching and can be deactivated/reactivated as currently.
They should be further down in the Power Grid, in fact at the bottom. This means that the capacitor takes all power when in need of topping up, thus the ECM is deactivated due to power loss (as currently the radar /shield do. The ECM indicator in this instance (while activated but insufficient power) could be bright red instead of yellow, allowing automatic reactivation (powerd up) when the capacitor is full. Edited for Clarity |
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Last edited by Gent30; 06-23-2007 at 07:01 AM. |
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