Signature Locking Gimbals is a popular idea from the Arena Commander forums that promotes equal access to gimbals, promotes fleet tactics and loud out choices. ------------------------------------------------------------------ "Auto Tracking" can be made into a viable choice and create skillful play through implementing a "locking" system. The proposal is that they use EM, IR, or CS for the ship to lock onto a target. From that point the guns track toward the target. If a lock is not achieved, the guns are essentially "fixed". Using balancing, it is uneccessary to use a -1 on guns for gimbals, due to increased energy use, weapon spread due to lacking the stability of a fixed gun and perhaps even heat. Slew rates are important with gimbals. They need to be fast enough to be useful, but slow enough that flying first is still promoted. ------------------------------------------------------------------ EXAMPLES The cheapest or least CPU intensive kind of tracking would be a single form tracking. This works like missiles. Missiles currently either target CS, IR or EM. The same would apply for a simple form of gimbal tracking systems. 1)If a convoy is traveling with a couple of EWar ships, they could send out am EM jamming signal, in an area of effect, that would interfere with enemy gimbal tracking systems. Ships in their own squad would be immune to this effect due to the computers on their ships having the frequency to ignore this jamming. CS and IR tracking systems for the enemy would have slower locking times, while EM would be disabled completely. The idea here is to add functionality to EWar ships and create fleet tactics. Nebula may also interfere with EM tracking gimbals. This may also open up routes fleets may want to take through EM active portions of space, to mask their movements and protect them. 2)If an opponent is using IR tacking, flares would be an option to break the lock. Or, in a desperate situation, you may point your ship at the nearest star or heat source. The tracking would be more likely to target the larger heat source (a problem real life pilots face when firing IR missiles) and the pursuer may have to lock his gimbals to get an effective firing solution (we already have a gimbal lock function in the game "ALT + J", which can apply to all gimbals of any tracking type at any time). Once again, certain space anomalies may cause interference. 3)CS lock promotes an advantage against larger ships and would allow selective sub-system targetting, but less effective against smaller targets, such as fighters. This once again, promotes a specialized loud out choice that is effective for disabling ships precicely, but not effective against all ship types. ------------------------------------------------------------------ FLEET INTEGRATION Another application is that something like Hornet Trackers and/or other ships with AWACS kind of abilities could help relay target data to other ships in a fleet that are synced into their transmissions. This effect extends around the ship like a bubble. The size is dependent on the strength and quality of the scanning ship. This adds another level of strategy for ships utilizing ships with larger sensor packages. Larger ships, such as carriers can also relay battle information to fighters under their command, to assist with tracking. The effect of this would be to reduce the effect of countermeasures and/or reduce locking time. Ships of this class would have the largest effect "bubble" as they are made to coordinate with fighters. Fighters in turn would transmit back to the fleet ships, allowing Beyond Visual Range targetting for the larger ships. Currently CIG is implement BVR combat and this would work with the system in development. Furthermore, a "A.W.A.C.S." style ship would be a stronger candidate for full gimbal use. Because they are using powerful scanning devices, they would have superior tracking / locking ability and would be naturally more resistant to things such as stealth and countermeasures. They would most likely also have a wider locking "cone" with the gimbals, allowing greater ease of lock. Because gimbals are tracking using an active sensor system, these ships would be generating a slightly higher EM sig than those running fixed weapons. Stealth ships would be better suited running fixed weapons to reduce EM signals, though they may still run gimballed if they so desire. ------------------------------------------------------------------ These options mean that a pilot has to make hard choices on not only their weapon load outs, but the tactics they use, in relation to the ship they are attacking. It does not promote one kind (gimbaled vs. fixed) of load out over another. Gimbals need to have clear advantages and disadvantages. The same should be with fixed. Balacing this way, we can eliminate the -1 issue and just make normal weapon damage scaling. Generaly speaking, energy weapons produce more EM and IR signatures, while physical weapons don't output these 2 factors at the same level. ------------------------------------------------------------------ Possible Ways you can set tracking limitations (Just examples): 1)Size 1-2 allow only one kind of tracking while size 3-4 allow 2 types… as a rough idea. So unless you are wielding something bigger, you have to leave something out. This is a physical add-on to the gun. The additional weight should effect slew rates. 2)Another option would to set the tracking type based on the CPU size of the ship. So smaller ships with smaller CPU’s would have to choose one type, while larger ships get more options. 3)Yet another option is that you can have all 3 on your guns, BUT, you can only choose one mode at a time. If the enemy is too small for CS, change to IR or EM. This change over takes a few seconds to occur. 4)Variable tracking types might be upgrade options. For example how many ships they can track at once, how fast they lock, etc. For example: Think of the Freelancer commercial, where he locks the Cutlass on the left and the right of him at the same time (Pinning Targets). As with all upgrades, you need to have the CPU to handle them. So not all upgrades work on all ships. ------------------------------------------------------------------ As a side note, guns can still be manually controlled by a dedicated "gunner" position. For example the Super Hornet pilot could just fly and let the gunner (RIO) fire the guns manually, or he takes control of the turret only, allowing the pilot to run the rest of the guns, while the gunner shoots at pursuing ships. But dedicated positions, such as a manned turret would only deal with that turret. This portion would be best ran using zero order, as this is the best method for this. The pilot still can run the some or all of the guns, using the locking system described above. The gunner (RIO) can just work ship systems, such as shield and power balance, instead of any guns if they choose. The dedicated gunner position is the only position that can use zero order aiming, which still promotes a challenge, because the gunner / RIO operator has to try to track the target while the pilot is doing maneuvers. A more coordinated effort between gunner and pilot will lead to greater success. This system can work with automated turrets. This also means you have a way to get around the automated guns tracking, if you interfere with it. ----------------------------------------------------------------- Either way, this idea promotes a real hard choice, keeps gimbals from being a straight up automatic tool, promotes real tactics for both attack and countering the attack. It brings piloting back into the fold and keeps the game being about skill, while allowing all controllers to participate equally, no matter what type or control model within that type you feel most comfortable with. ------------------------------------------------------------------ All of this can be achieved with systems already built into the game. Feel free to add additional thoughts and ideas of how this could be implemented. Please vote up this thread, if you feel this idea is worth looking at and Thanks for reading!!