[R-CON]DJJ-Terror wrote:sounds good but, if we overdo things like:
- commander needs to plce tham,
- mortar squad needs to operate them,
- others need to request covering fire,
- commander needs to issue an order
- mortar squad needs to fire (in the meantime mortat squad is getting borred)
.. uff.. too much?
That would be overdoing things, yes. However, to simplify the whole thing (mortars shouldn't be lugged about too much) if they were a 5-minute respawn, destroyable crew weapon at a 'mortar pits' non-flag objective, with a fixed firing arc...
Sequence of Play
- Everyone spawns
- Squads 1-3 head for the next major objective (1) - and cap it.
- Squad 4 heads for the mortar pits (MP) - and get set up.
- Squads 1-3 move onto the next major objective (2) under covering fire from (MP)
I've seen it done in the UT Mod "Red Orchestra - Ostfront" - the mortar and ammo is a spawnable item, each mortar only needed one person to fire it. The operator had a mortar in place, and an 'ammo crate' behind it. Run to ammo crate, 'pick up bomb', Run to mortar, 'Use Mortar'. Each mortar could be fired once every 5 seconds.
The mortar shells were randomly placed on a fixed target - basically a single, damaging, randomly placed explosion over an objective. It's down to the assaulters to let the mortar crew know when to stop shooting - especially if the target is off the minimap.
Have 3-5 of these mortar emplacements, and you end up with a fixed, easy to use, non-commandscreen authorised support unit for a single hard-to-breach objective.
It would also encourage some kind of squad to squad comms, mainly because having your own side shell you to death is embarrassing. =)
In short, yes, I know this is all about the Reality of modern combat, but we do have to make some compromises. Commander Artillery could be dropped on a map and have fixed mortar emplacements added in instead - but they'd only be effective at 'breaching the walls', after which it'd be down to the infantry to progress further into enemy territory.
One map that springs to mind on this would be that damn up-over-the-ridge chinese-have-scopes-and-the-marines-dont mission that i am loving to hate with a passion. If the marines had, say, 2 - 3 fixed position mortar emplacements (or small batteries thereof) down in the original spawn area, then the three bunkers on the top of the ridge could be partially suppressed, leaving the marines some degree of cover to actually get off the starting blocks.
Hell - seeing as it's such a big map anyways, commander arty could still be used, as the mortars would only be effective in the initial push.
Just thinking aloud here, seeing that I've played that map -so- many times in the past couple of days.
-ZD-
-ZD-