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BATTLEMASTER IIC
With the ability to select ammunition types now, will there be different munitions available to Narc missile beacons, like explosive warheads, ECM pods, and the dreaded Nemesis pods (which make the enemy missiles attack who ever fired them, basically).
ohthedaysofyore
I'm guessing No.
Jehosephat2k
QUOTE (BATTLEMASTER IIC @ Nov 6 2008, 20:47) *
With the ability to select ammunition types now, will there be different munitions available to Narc missile beacons, like explosive warheads, ECM pods, and the dreaded Nemesis pods (which make the enemy missiles attack who ever fired them, basically).


Might be able to do something like that. I'll add it to the list of potential stuff to add.

Khetti
It be cool if a Narc with explosive warheads had a countdown beeping sound that got faster the closer it got to detonation, the pilot of the targeted mech would be able to hear it, imagine the fun that could be had lol
BATTLEMASTER IIC
Thanks for looking into it Jeho smile.gif
Rymosrac
All hail Jeho, patron saint of sweet features.
whammy
QUOTE (BATTLEMASTER IIC @ Nov 7 2008, 02:47) *
With the ability to select ammunition types now, will there be different munitions available to Narc missile beacons, like explosive warheads, ECM pods, and the dreaded Nemesis pods (which make the enemy missiles attack who ever fired them, basically).


explosive ammo sounds like fun, ecm pods sound very usefull to stick on friendlies. but the nemesis version is a potential gamebreaker. it shouldnt attract all guided missles - otherwise it will become THE standart equipment.
RkShaRkz
QUOTE (whammy @ Nov 8 2008, 10:41) *
explosive ammo sounds like fun, ecm pods sound very usefull to stick on friendlies. but the nemesis version is a potential gamebreaker. it shouldnt attract all guided missles - otherwise it will become THE standart equipment.

imagine if we made an ammo type that attracts other NARC beacons as well biggrin.gif
BATTLEMASTER IIC
QUOTE (whammy @ Nov 8 2008, 06:41) *
explosive ammo sounds like fun, ecm pods sound very usefull to stick on friendlies.


The point of the ECM pods is to actually stick them on the enemy so that they are affected by friendly countermeasures smile.gif

As far as CBT goes these would only be available for the iNarc missile beacon. However I think the devs can take some artistic license if they wish.
RkShaRkz
QUOTE (BATTLEMASTER IIC @ Nov 8 2008, 16:02) *
The point of the ECM pods is to actually stick them on the enemy so that they are affected by friendly countermeasures smile.gif

As far as CBT goes these would only be available for the iNarc missile beacon. However I think the devs can take some artistic license if they wish.

well, do explain.
what's iNarc?
Chaos Theory
QUOTE (RkShaRkz @ Nov 8 2008, 11:25) *
well, do explain.
what's iNarc?


Its the end product of the alliance between Comstar and Apple Computers
BATTLEMASTER IIC
QUOTE (Chaos Theory @ Nov 8 2008, 12:48) *
Its the end product of the alliance between Comstar and Apple Computers


Apple Computers AKA Word of Blake laugh.gif

Anyways, the iNarc was created by Comstar and the FWL if I remember correctly. It launches a bigger beacon with a greatly increased range which can launch all sorts of different pods besides the standard homing pods and explosive pods.

The iNarc's homing pod is improved compared to the standard Narc pod as it not only increases the amount of missiles that hit the target, but it also makes it easier for the firing 'mech to track its target with missile guidance systems (+2 added to the missile hits table in CBT, -1 tohit for missile attack with missiles equipped with Narc-tracking warheads (see farther below)).

The ECM pods, when attached to an enemy unit, act as though that unit is affected by friendly ECM systems.

Haywire pods affect sensor and targeting systems and cannot spot for indirect fire weapons.

The Nemesis pod is designed to use an enemies Narc signals against itself. When making an attack with Narc-, Artemis- or semi-guided missiles, there is a chance that the missiles will strike a friendly unit, that has a Nemesis pod attached to it, is within the LOS of the attacker and the enemy unit.



Now another thing about missiles: In CBT, not all missiles could get the bonus of hitting a Narc'd target. The firing unit would need SRMs or LRMs loaded with special missile ammunition which can track Narc signals. These missiles are the same as standard missiles with respect to missiles/ton, damage, and range, but more expensive. The same with missiles and Artemis systems--The 'mech needs special Artemis-following missiles to gain the full benefits of having the Artemis FCS. If this is possible, perhaps we can have players carry special missiles if they want to track Narcs smile.gif
CWr Chewtobacco
i remember haveing a big arguement thread with a guy here years ago who said he he banned people from his server for useing Narcs because he could not stand the sound..i forget his name..lol, the thread was something like narcs 101, i think

i want my narc sounds to be as obnoxious as possible...maybe something like "Neener..Neener..Neener" upto.gif
RkShaRkz
QUOTE (BATTLEMASTER IIC @ Nov 8 2008, 19:11) *
Apple Computers AKA Word of Blake laugh.gif

Anyways, the iNarc was created by Comstar and the FWL if I remember correctly. It launches a bigger beacon with a greatly increased range which can launch all sorts of different pods besides the standard homing pods and explosive pods.

The iNarc's homing pod is improved compared to the standard Narc pod as it not only increases the amount of missiles that hit the target, but it also makes it easier for the firing 'mech to track its target with missile guidance systems (+2 added to the missile hits table in CBT, -1 tohit for missile attack with missiles equipped with Narc-tracking warheads (see farther below)).

The ECM pods, when attached to an enemy unit, act as though that unit is affected by friendly ECM systems.

Haywire pods affect sensor and targeting systems and cannot spot for indirect fire weapons.

The Nemesis pod is designed to use an enemies Narc signals against itself. When making an attack with Narc-, Artemis- or semi-guided missiles, there is a chance that the missiles will strike a friendly unit, that has a Nemesis pod attached to it, is within the LOS of the attacker and the enemy unit.



Now another thing about missiles: In CBT, not all missiles could get the bonus of hitting a Narc'd target. The firing unit would need SRMs or LRMs loaded with special missile ammunition which can track Narc signals. These missiles are the same as standard missiles with respect to missiles/ton, damage, and range, but more expensive. The same with missiles and Artemis systems--The 'mech needs special Artemis-following missiles to gain the full benefits of having the Artemis FCS. If this is possible, perhaps we can have players carry special missiles if they want to track Narcs smile.gif


so, lemme see if i got everything right:

iNarc - bigger version of narc (harder, maybe two slots)
- Regular ammo - bigger homming range
- ECM ammo - reduces the target's radar range (has the similar effect of having everybody else / your friendlies / target's enemies having ECM OR acts as the target is affected by both ECM and ECCM) sounds like a good counter against C3 really.
- Haywire - screws up sensors (thermals/seismic etc) and turns off TC/FC. maybe screws up other electronics?
- Nemesis - attracts friendly missiles with a given chance.

we might have something here after all...
-----

as far as that missile thing goes - adding alternate "narc following" ammo to every lrm/srm/mrm would be a pain really...
Chaos Theory
QUOTE (CWr Chewtobacco @ Nov 8 2008, 14:04) *
i remember haveing a big arguement thread with a guy here years ago who said he he banned people from his server for useing Narcs because he could not stand the sound..i forget his name..lol, the thread was something like narcs 101, i think

i want my narc sounds to be as obnoxious as possible...maybe something like "Neener..Neener..Neener" upto.gif


in the book starship troopers there's a great weapon kinda like this. Its a bomb that when throw starts to yell out " I'm a thirty second bomb. I'm a thirty second bomb. 29! 28!..."
CWr Chewtobacco
QUOTE (Chaos Theory @ Nov 8 2008, 17:32) *
in the book starship troopers there's a great weapon kinda like this. Its a bomb that when throw starts to yell out " I'm a thirty second bomb. I'm a thirty second bomb. 29! 28!..."


ya they kind of raped that one in the movie "Mom and Dad save the Universe" with Jon Lovitz, lol... "dont pick me up im a light grenade..."
BATTLEMASTER IIC
QUOTE (RkShaRkz @ Nov 8 2008, 15:20) *
so, lemme see if i got everything right:

iNarc - bigger version of narc (harder, maybe two slots)
- Regular ammo - bigger homming range
- ECM ammo - reduces the target's radar range (has the similar effect of having everybody else / your friendlies / target's enemies having ECM OR acts as the target is affected by both ECM and ECCM) sounds like a good counter against C3 really.
- Haywire - screws up sensors (thermals/seismic etc) and turns off TC/FC. maybe screws up other electronics?
- Nemesis - attracts friendly missiles with a given chance.

we might have something here after all...
-----

as far as that missile thing goes - adding alternate "narc following" ammo to every lrm/srm/mrm would be a pain really...



I would say you are correct. Those look like good ideas for implementation smile.gif An increase in range would be a big difference between the two weapons. It is also a bigger launcher.

The special Narc-following ammo is a CBT thing. They could be fired like regular missiles if there aren't any Narcs around. Standard MRMs wouldn't be affected as they don't have any guidance systems to start with, though I guess one could by halving the amount of ammo per ton. I think it would a good idea anyway that way players can choose whether they want their missiles to follow Narc signals or not. However I am not the one coding all of this stuff so I have no idea how difficult it would be to implement. So it's up to you guys cwm16.gif
Rymosrac
QUOTE (Chaos Theory @ Nov 8 2008, 15:32) *
in the book starship troopers there's a great weapon kinda like this. Its a bomb that when throw starts to yell out " I'm a thirty second bomb. I'm a thirty second bomb. 29! 28!..."


Robert Heinlein is freaking amazing.

</off-topic>
RkShaRkz
QUOTE (BATTLEMASTER IIC @ Nov 9 2008, 01:44) *
The special Narc-following ammo is a CBT thing. They could be fired like regular missiles if there aren't any Narcs around. Standard MRMs wouldn't be affected as they don't have any guidance systems to start with, though I guess one could by halving the amount of ammo per ton. I think it would a good idea anyway that way players can choose whether they want their missiles to follow Narc signals or not. However I am not the one coding all of this stuff so I have no idea how difficult it would be to implement. So it's up to you guys cwm16.gif

basically, add the "normal" version of the LRMs because we already use the NARC following ones by default smile.gif
BATTLEMASTER IIC
Yes, pretty much. Never thought of it that way cwm32.gif
Rymosrac
Separating narc-following and narc-ignoring weapons sounds a hair overcomplicated. May be I'm underestimating the irritation caused by poor narc targeting, though.
RkShaRkz
well i don't know about that, but the INARC sounds cool though. is it a Clan only thing or mixtech?
RkShaRkz
doublepost. delete. or teach me how to delete my posts.
BATTLEMASTER IIC
The iNarc is strictly Inner Sphere.

CBT stats are as follows:

Mass: 5 tons
Critical Slots: 3
Range: Short 4, Medium 9, Long 15, Extreme 18 (Basically a maximum range of 540m in the CBT board game as compared to the 360m range of the standard Narc)
Heat: 0
Introduced by: ComStar, 3062
Ammunition (All types): 4 rounds/ton
Ammunition types: Homing, Explosive, ECM, Haywire, Nemesis

Make what you want from that.
RkShaRkz
i can't promise anything. i'll try tho smile.gif
BATTLEMASTER IIC
Understood. Great to see you guys considering this though smile.gif
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