Posted 01 February 2013 - 08:55 AM

Recently it was announced that more capabilities the Beagle Active Probe should have are going to be released as stand alone modules to try to counter the cries for balance against ECM -- however, the extreme cost ratio of modules makes any sort of new module much more expensive in both C-bill cost. Modules also cost a large amount of another currency, GXP, which can only be earned by play time or real money.PGI has announced that Modules are their end game equipment. By balancing a piece of equipment like ECM, that is available to all players with no cost of GXP with systems that do cost GXP, I propose a simple fix would be to strip most the ability of ECM, then make its more powerful effects available only through modules.Guardian ECM, when originally purchased, should only have the effects that it was described to have in the base rule set, much like Beagle Active Probe. Beagle Active Probe's current implementation follows the base rules in books like Total Warfare, but it has additional uses described in books like Tactical Operations, such as 360 degree targeting, advanced target info, and sensor range, that are only available in the form of Modules.By the base, tournament rules found on page 134 of Total Warfare, Guardian ECM would have the following effects:An ECM suite has an effect radius of six hexes that creates a“bubble” around the carrying unit. The ECM’s disruptive abilitiesaffect all enemy units inside this bubble, as well as any line of sighttraced through the bubble. It has no eff ect on units friendly to theunit carrying the ECM.Within its eff ect radius, an ECM suite has the following effectson the following systems. The ECM suite does not affect otherscanning and targeting devices, such as TAG and targetingcomputers.Active Probe: Active probes cannot penetrate the ECM’s areaof effect. The probing unit would notice that it is being jammed,however.Artemis IV FCS: ECM blocks the eff ects of Artemis IV firecontrol systems. Artemis-equipped launchers may be fired asnormal missiles through the ECM, but they lose the Cluster HitsTable bonus.Narc Missile Beacon: Missiles equipped to home in on anattached Narc pod lose the Cluster Hits Table bonus for thatsystem if the pods themselves lie within an ECM “bubble.” TheNarc launcher itself (standard and iNarc) is not affected by ECM.C3 and C3i Computer: ECM has the effect of “cutting off ” any C3-equipped unit from its network. If a C3 master unit is isolated fromthe network because it ventures inside the ECM radius, the entireportion of the network below it is eff ectively shut off (all unitssubordinate to it on the diagram on p. 132). Only those C3 units ableto draw an LOS to the master unit that does not pass through theECM radius can access the network. If the master unit that connectsthe lances of a company lies inside the ECM effect radius, the linkbetween the lances is lost, though each lance’s network functionsnormally (unless the ECM also interferes with them individually).At its basic level, ECM exists solely to counter Artemis, Narc, Beagle, and sharing information through C3.However, much like Beagle, ECM could be improved by purchasing additional Modules based on advanced rules from Tactical Operations to further enhance its capabilities.Sensor Obscure 1: Prevents enemies farther than 400 meters away from gaining any targeting data against 'Mechs (ie Chassis Variant, Loadout, Damage Readout) in an ECM bubbleSensor Obscure 2: Prevents enemies farther than 200 meters away from gaining any targeting data against 'Mechs (ie Chassis Variant, Loadout, Damage Readout) in an ECM bubbleRadar Obscure 1: Prevents enemies farther than 600 meters away the ability to detect a 'Mech in an ECM bubble on radarRadar Obscure 2: Prevents enemies farther than 400 meters away the ability to detect a 'Mech in an ECM bubble on radarLock Scrambler 1: Increases the lock time for units firing on 'Mechs in an ECM bubble by 50%Lock Scrambler 2: Increases the lock time for units firing on 'Mechs in an ECM bubble by 100%Lock Scrambler 3: Increases the lock time for units firing on 'Mechs in an ECM bubble by 100%, and prevents locks against 'Mechs in an ECM bubble if the firing unit is within the bubble as well ('Mechs with Beagle Active Probe may still lock on inside the bubble, with a 100% lock on time modifier)Ghost Target Mode: Allows an ECM 'Mech to switch to Ghost Target Mode. Generates false target signatures for the enemy to target to confuse the enemy (Beagle Active Probe can identify Ghost Targets as false signals)Counter: Allows an ECM 'Mech to switch to Counter Mode: Counters any other ECM effect within its radiusThese modules should require the base ECM equipment to be installed on the 'Mech, or the modules have no effect. PGI has made the things ECM is suppose to counter available only in the form of end-game modules, why is ECM itself not part of those end game modules?

Edited by DocBach, 21 February 2013 - 09:35 PM.