Reserving targeting and ECM for critical hits (and/or failures?) also sounds like a nice, simple abstraction.
As Crucifix explained, most types of attacks Mecha in the GearHead universe are unlikely to rely on anything other than line-of-sight and optical equipment to target enemies - especially with things like lasers and hand-to-hand or melee combat. According to scale, the distances of combat in GearHead are
significantly less than in real life modern combat. And there are very little - if any - scientifically sound reasons why ECM should interfere with optical sights. Even the notion that ECM might interfere with computer software is unlikely. That's more like "hacking", anyway, and that's a different skill entirely.
From a technical standpoint,
ECM is defined as "an electrical or electronic device designed to trick or deceive radar, sonar or other detection systems, like infrared (IR) or lasers". Ordinarily, ECM is used to throw off radar signatures or thwart lock-ons by missile terminal homers or, at sea, torpedoes.
In every sci-fi game I've played that had ECM, it was reserved for thwarting missiles (and/or torpedoes). And I find it difficult to conceptualize how it could be used to thwart attacks by slug throwers, lasers, or - more ridiculously - throwing a punch from 5 feet away inside a 50-foot-tall walking tank.
Thwarting missiles, however, is something else entirely. In GearHead, there is no weapon that can ruin one's day quite as fast as swarms of high-yield missiles. And enemy units are much more likely to both have missiles and use them at the first opportunity. (Unlike players, AI-controlled enemies don't care about things like weight and cost.)
In real life, missiles come in two general varieties: "dumb fire" (straight line-of-sight) and "smart" (seeking, by radar, GPS or laser guidance). Obviously, smart missiles are the more dangerous kind as they are capable of hitting a small target from very far away - even if the target is moving. But, unlike most other weapon types, missiles are vulnerable to things like flak, flares, and ECM.
To summarize: I'd be critical of using ECM to counter anything other than missiles or,
begrudgingly, attack
bonuses from combat software. IMO, having it be used as a jack-of-all-trades countermeasures system against all attacks and all critical hits is just... silly.
Likewise, there needs to be *something* that makes groundhuggers an attractive choice to *someone*. Make them cheaper? Make them faster in a straight line? Increase their armor?
Agreed. Cars and tanks
should be faster in a straight line than mecha - as long as the terrain is rather smooth. But if the terrain is real rough, Mecha should have the advantage. Mecha can also turn on a dime, unlike most conventional vehicles. Cars and tanks are also old technology that should be much simpler and cheaper to manufacture. Mecha need all sorts of advanced technology, moving joints, and tons of "myomer" artificial muscles or servos or whatever. And as Daemonward suggested, groundhuggers should have a (slightly) higher weight allowance.
I like Telok's idea of separating lift from thrust and having bonuses and penalties based on whether wings are present or not.
Agreed. A good idea.
...The downsides being that groundhuggers are useless in space, and depending on how weighted down they are with armor and weapons, some groundhuggers may not be practical...
Good point. So far, it seems Groundhuggers are even less practical in GH2 than they were in GH1. Although, to be fair, even without a space-capable vehicle it should be possible for players to rely on "shuttle service" pay for transport between locations in space. (Also: I'm still very partial to the idea of the player
eventually getting the opportunity to acquire a small space shuttle or ship of their own for transport.)
Also, when entering an environment/battle-zone that is incompatible with your current mecha... [snip] I think that a menu should come up allowing you to either select one of your compatible mecha or rent a compatible mecha... [snip] In some cases, entrance should be disallowed if no compatible mecha is available.
A good idea, IMO. If for no other reason, this makes things simpler and less confusing for new players. It also makes things convenient.