Condottiere
Emperor Mongoose
Quantum computing, presumably.
With the right software, parallel/super computing.
With the right software, parallel/super computing.
It would be very odd to see ECM systems being active all the time for a variety of reasons. First it would be disruptive to regular sensors and heavily frowned upon/prohibited by authorities as a risk to regular civilian traffic. Secondly it would put more strain on the ships systems than expected (the same reason why they don't leave radars/emitters on all the time today is that the components have a finite life to them - 52nd century systems break down as much as everything else since you have the annual maintenance of a ship that assumes normal operations). Thirdly by having your systems active all the time it would give your enemies a regular image of the emissions, which means it would make it that much easier to defeat when you actually needed them.Late to this discussion.
Electronic Countermeasures should be working all the time. Phases in a game mechanic will mess this up, but the ECM is always working. If the jamming is DRFM, the 'target' isn't where the missiles are launched at. If the missiles are guided into the false target, at spatial ranges, they miss by 100's of kms. If they are self-guided, they are still messed up, but may be able to hit the target, if they are 'smart' enough. Any -TL difference they should miss.
Digital Radio Frequency Memory (DRFM) is an electronic method for digitally capturing and retransmitting RF signals. DRFM systems are typically used in radar jamming, although applications in cellular communications are becoming more common.
A DRFM system is designed to digitize an incoming RF input signal at a frequency and bandwidth necessary to adequately represent the signal, then reconstruct that RF signal when required. The most significant aspect of DRFM is that as a digital "duplicate" of the received signal, it is coherent with the source of the received signal. As opposed to analog "memory loops", there is no signal degradation caused by continuously cycling the energy through a front-end amplifier which allows for greater range errors for reactive jamming and allows for predictive jamming. A DRFM system may modify the signal prior to retransmitting which can alter the signature of the false target; adjusting its apparent radar cross section, range, velocity, and angle. DRFMs present a significant obstacle for radar sensors.
Source: https://en.wikipedia.org/wiki/Digital_radio_frequency_memory
ECM systems don't run "all the time", but in combat situations, with missiles and beams in use, I'd want all the viable systems working. No, the ECM system may not be active and transmitting all the time in combat, either. However, with active seeking missiles closing, yes, that system would be on and transmitting, jamming as if its life depended on it. Within the Game Mechanics, saying you have a finite phase in which to perform a function isn't necessarily realistic.ECM should not be active all the time for a few reasons. First is that it would
It would be very odd to see ECM systems being active all the time for a variety of reasons. First it would be disruptive to regular sensors and heavily frowned upon/prohibited by authorities as a risk to regular civilian traffic. Secondly it would put more strain on the ships systems than expected (the same reason why they don't leave radars/emitters on all the time today is that the components have a finite life to them - 52nd century systems break down as much as everything else since you have the annual maintenance of a ship that assumes normal operations). Thirdly by having your systems active all the time it would give your enemies a regular image of the emissions, which means it would make it that much easier to defeat when you actually needed them.
These are the rules we see today with active emitters and even though the tech would be more efficient and powerful, the basic fundamentals don't really change that much. Of course we could simply wave a hand and say "it's the future, it's perfect", but that seems like an unreasonable expectation.
Ok, I misunderstood you - I had read that literally to mean ECM is just plain ON. I agree that ECM would be active during combat - from the start of the engagement to the end of the engagement.ECM systems don't run "all the time", but in combat situations, with missiles and beams in use, I'd want all the viable systems working. No, the ECM system may not be active and transmitting all the time in combat, either. However, with active seeking missiles closing, yes, that system would be on and transmitting, jamming as if its life depended on it. Within the Game Mechanics, saying you have a finite phase in which to perform a function isn't necessarily realistic.
EG: ECM happens in this phase, missiles do their thing in this other phase, ECM can't affect the missile because it isn't in the right phase.
My TU: ECM is activated in the ECM phase, or not. During the Missile phase, if the ECM system is on, the ECM affects the missile. (Hence my statement: ECM is on all the time.)
I am confused as to how you reach this conclusion? The rules clearly state that the ECM operator may stop missiles. I suppose you could argue that missiles fired from close enough to hit "immediately" are not able to be stopped by ECM because ECM is an action, not a Reaction. If that's what you mean, I agree that a sensor op should be able to hold their action to use against a missile launch. I don't agree that if they do some other ECM operation during the action phase they can also still block missiles.ECM systems don't run "all the time", but in combat situations, with missiles and beams in use, I'd want all the viable systems working. No, the ECM system may not be active and transmitting all the time in combat, either. However, with active seeking missiles closing, yes, that system would be on and transmitting, jamming as if its life depended on it. Within the Game Mechanics, saying you have a finite phase in which to perform a function isn't necessarily realistic.
EG: ECM happens in this phase, missiles do their thing in this other phase, ECM can't affect the missile because it isn't in the right phase.
My TU: ECM is activated in the ECM phase, or not. During the Missile phase, if the ECM system is on, the ECM affects the missile. (Hence my statement: ECM is on all the time.)
It doesn't help that I'm not actually referring to Mongoose rules. I'm adapting generic rules to what I know as a Fire Control Operator and ECM Tech in RL. I was a Naval Gunner, using systems that could do things like change frequency on the fly, change transmission to passive, if attempting to deal with active homing missiles, etc... And as an Avionics Technician on aircraft with ECM systems that for the most part were automatic (Pilot chose On/Off and the system did what needed doing). So, not really familiar with how Mongoose does Space Combat, sorry.I am confused as to how you reach this conclusion? The rules clearly state that the ECM operator may stop missiles. I suppose you could argue that missiles fired from close enough to hit "immediately" are not able to be stopped by ECM because ECM is an action, not a Reaction. If that's what you mean, I agree that a sensor op should be able to hold their action to use against a missile launch. I don't agree that if they do some other ECM operation during the action phase they can also still block missiles.
Waaay too deep! I don't think we need that level of ganularity. One thing I'm not clear on is how vaccum will affect propagation of energy. In the atmosphere there are a lot of factors to consider, but I would think most would not apply in space. But, as mentioned above, many players won't want to wrap their brains around it. Give them something simple, but something.The sensor rules in T4 were better, I think they had some pretty expert people working on those.
The factors to consider
Antenna area
power (active only)
radiated signature
reflected signature
electronic warfare
countermeasures
sweep volume over time
what have I missed?
In My mind to keep it simple in combat, sensors add a bonus to your attack roles, ECM subtracts from those same attack roles. Simple easy and "on" 100% of the time during combat. Requires no charts and no fancy knowledge. A simple sensors +, ECM -. Easy.Waaay too deep! I don't think we need that level of ganularity. One thing I'm not clear on is how vaccum will affect propagation of energy. In the atmosphere there are a lot of factors to consider, but I would think most would not apply in space. But, as mentioned above, many players won't want to wrap their brains around it. Give them something simple, but something.
I was thinking of, at least, some level of simulation and current level of technology. IIRC, the sensor lock/break thing sounds a bit like X-Wing. It doesn't cover what ECM does. And there aren't any mechanics on deployable countermeasures (flares, mini-jammers, drones and Wild Weasel missiles are not covered).
There are lots of things that current Mongoose rules don't cover without getting into formulae.
Kind of like in the GURPs Far Trader book, you have the simple trade rules for ease of play, and you have the detailed trade rules which are even too complex for Me. lol. That might now be a bad plan and it would be a way to please both styles of play.There may be some misunderstanding - antenna, TL, power input determine sensor rating
All you see on the ship sheet is A12 P6 active sensor range 16 range bands, passive sensor range 6 range bands.
ECM rating or jammer rating E6 - reduces enemy active sensor by 6
Radiated signature, passive signature - determined from a ships power rating
Reflected signature - hull size, configuration
Again all you see on the ship sheet are RaSig 6, RefSig 4.
The sensor design system which would take into account TL, antenna size, energy input etc would be there for the gearheads who like playing with that stuff.