Mortars: Reloaded
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
The large scale and limited effect of the current JDAM in Project Reality has created the need for a smaller-scale, higher-frequency area attack. The best way to satisfy this need is to introduce player-controlled artillery, but with a set of limitations that will prevent the system from distracting too many players from the front lines. Here are most of them:
1) Can only be deployed at Forward Outposts (FOs). Has a range far greater than any current map, but should be placed at FOs away from the front lines because of the minimum range of about 70m and the vulnerability of the position without proper infantry defenses.
2) Is an optional feature. If the CO/SL deems the mortar unnecessary, he can simply avoid placing it. This could be effective when trying to stealthily build a FO, as an undisciplined or bored team might be inclined to blindly fire the mortar without a designated target.
3) Anyone with an Officer or Special Operations kit (in other words, anyone with a radio) can call artillery strikes with the SOFLAM. By spotting a target with the "Artillery Support" button, the enemy appears on the map, and the mortar is given a target to bombard.
Without a target, the mortar is nearly useless, as the azimuth and elevation aiming tools are blank when no target is assigned. (Blind-firing can still produce results, albeit inconsistent ones; a major flaw.)
4) Is easy enough for the manual-reading PR player to use, but difficult enough to intimidate the first-time player. (Keeps the newbies in infantry squads, initially.)
5) With multiple mortars, one at each FO, enough fire support can be provided to destroy anything with less armor than an MBT and frighten tank crews, if not disable them.
6) Can be used to place offensive or defensive smokescreens from a long range. A good spotter can allow artillery gunners to render an enemy base useless by smoking it, then bombing it (or both simultaneously, by 2 gunners).
7) Far more effective than the JDAM at bombing out infantry, especially in places filled with non-destructible statics, as in as the video of the JDAM on Estate.
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The addition of the player-controlled mortar could bridge the gap between the 500lb. bomb and the JDAM, especially on maps without jets, and add a new feature to PR that has been in consideration for years.
I know mortars been suggested many times, but I have never seen one that matches the details of my suggestion. If my precise version of it has been mentioned before, feel free to lock the thread at your leisure.
1) Can only be deployed at Forward Outposts (FOs). Has a range far greater than any current map, but should be placed at FOs away from the front lines because of the minimum range of about 70m and the vulnerability of the position without proper infantry defenses.
2) Is an optional feature. If the CO/SL deems the mortar unnecessary, he can simply avoid placing it. This could be effective when trying to stealthily build a FO, as an undisciplined or bored team might be inclined to blindly fire the mortar without a designated target.
3) Anyone with an Officer or Special Operations kit (in other words, anyone with a radio) can call artillery strikes with the SOFLAM. By spotting a target with the "Artillery Support" button, the enemy appears on the map, and the mortar is given a target to bombard.
Without a target, the mortar is nearly useless, as the azimuth and elevation aiming tools are blank when no target is assigned. (Blind-firing can still produce results, albeit inconsistent ones; a major flaw.)
4) Is easy enough for the manual-reading PR player to use, but difficult enough to intimidate the first-time player. (Keeps the newbies in infantry squads, initially.)
5) With multiple mortars, one at each FO, enough fire support can be provided to destroy anything with less armor than an MBT and frighten tank crews, if not disable them.
6) Can be used to place offensive or defensive smokescreens from a long range. A good spotter can allow artillery gunners to render an enemy base useless by smoking it, then bombing it (or both simultaneously, by 2 gunners).
7) Far more effective than the JDAM at bombing out infantry, especially in places filled with non-destructible statics, as in as the video of the JDAM on Estate.
---
The addition of the player-controlled mortar could bridge the gap between the 500lb. bomb and the JDAM, especially on maps without jets, and add a new feature to PR that has been in consideration for years.
I know mortars been suggested many times, but I have never seen one that matches the details of my suggestion. If my precise version of it has been mentioned before, feel free to lock the thread at your leisure.
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Re: Mortars: Reloaded
It's not needed. The point of the JDAM is supposed to be a thing that either knocks down a destructable village for advancing infantry, tries to kill as many enemies as possible, and uses smoke to help the infantry move in. It's not meant to be a kill all weapon or something, though I am sure its power will be upped for 0.8.gclark03 wrote:The large scale and limited effect of the current JDAM in Project Reality has created the need for a smaller-scale, higher-frequency area attack. The best way to satisfy this need is to introduce player-controlled artillery, but with a set of limitations that will prevent the system from distracting too many players from the front lines. Here are most of them:
1) Can only be deployed at Forward Outposts (FOs). Has a range far greater than any current map, but should be placed at FOs away from the front lines because of the minimum range of about 70m and the vulnerability of the position without proper infantry defenses.
2) Is an optional feature. If the CO/SL deems the mortar unnecessary, he can simply avoid placing it. This could be effective when trying to stealthily build a FO, as an undisciplined or bored team might be inclined to blindly fire the mortar without a designated target.
3) Anyone with an Officer or Special Operations kit (in other words, anyone with a radio) can call artillery strikes with the SOFLAM. By spotting a target with the "Artillery Support" button, the enemy appears on the map, and the mortar is given a target to bombard.
Without a target, the mortar is nearly useless, as the azimuth and elevation aiming tools are blank when no target is assigned. (Blind-firing can still produce results, albeit inconsistent ones; a major flaw.)
4) Is easy enough for the manual-reading PR player to use, but difficult enough to intimidate the first-time player. (Keeps the newbies in infantry squads, initially.)
5) With multiple mortars, one at each FO, enough fire support can be provided to destroy anything with less armor than an MBT and frighten tank crews, if not disable them.
6) Can be used to place offensive or defensive smokescreens from a long range. A good spotter can allow artillery gunners to render an enemy base useless by smoking it, then bombing it (or both simultaneously, by 2 gunners).
7) Far more effective than the JDAM at bombing out infantry, especially in places filled with non-destructible statics, as in as the video of the JDAM on Estate.
---
The addition of the player-controlled mortar could bridge the gap between the 500lb. bomb and the JDAM, especially on maps without jets, and add a new feature to PR that has been in consideration for years.
I know mortars been suggested many times, but I have never seen one that matches the details of my suggestion. If my precise version of it has been mentioned before, feel free to lock the thread at your leisure.
With mortars, it would just be a bunch of people camping and waiting for the mortars to get some kills, taking them away from the front. Player controlled has never been a good thing.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Mortars: Reloaded
00SoldierofFortune00 wrote: With mortars, it would just be a bunch of people camping and waiting for the mortars to get some kills, taking them away from the front. Player controlled has never been a good thing.
i knida agree w/ you there...but in a way the soldier is still on the front line as a weapon but not as a person, plus he would be more of like a FO defensive person
but what i was also thinking is that SL's get maps w/ grid coordinates like N-- degrees and W-- degrees...this way aSL can spot it so it shows up on the map...the mortar guy reads the coodrdinates and zeros it in
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
Re: Mortars: Reloaded
To be more direct in gameplay terms, it simply means less players out attacking and defending flags and more players trying to the support the limited amount of people actually doing that. It's like having 20 catapults and 5 siege towers and 7 infantryman... you've easily breached the castle wall and positioned your siege towers, but you got no manpower to take the damn city.Conman51=US= wrote:i knida agree w/ you there...but in a way the soldier is still on the front line as a weapon but not as a person, plus he would be more of like a FO defensive person
but what i was also thinking is that SL's get maps w/ grid coordinates like N-- degrees and W-- degrees...this way aSL can spot it so it shows up on the map...the mortar guy reads the coodrdinates and zeros it in
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: Mortars: Reloaded
If there's nothing left to bomb, why not abandon the mortars and join the fight?
However this sounds on paper, it needs to be implemented and tested before any decisive judgments are made. I agree with you, Terranova, but players are not just statistics - if they see the need for infantry and deserve to play PR at all, they will get off the mortars and fight. If they prefer to camp, that's their prerogative, but they are clearly uninterested in teamwork anyway - the equipment does not create the problem, even if it doesn't help in solving the problem.
However this sounds on paper, it needs to be implemented and tested before any decisive judgments are made. I agree with you, Terranova, but players are not just statistics - if they see the need for infantry and deserve to play PR at all, they will get off the mortars and fight. If they prefer to camp, that's their prerogative, but they are clearly uninterested in teamwork anyway - the equipment does not create the problem, even if it doesn't help in solving the problem.
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ostupidman
- Posts: 208
- Joined: 2008-05-13 15:03
Re: Mortars: Reloaded
Lol at glclark "if they deserve to play PR at all,....." Handing out PR licenses now are we? Haha.
Must be 12 years of age.
Have violent tendancies.
Not want to camp.
Like explosions.
Apply at http://www.gclark03.com/i-pwn-all/PRlic ... stropesnow
Must be 12 years of age.
Have violent tendancies.
Not want to camp.
Like explosions.
Apply at http://www.gclark03.com/i-pwn-all/PRlic ... stropesnow
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: Mortars: Reloaded
If this is ever EVER implemented make it operated with the key board so that the mortar isn't a strecthy thing and it actually takes a bit to position the azimuth and elevation.
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Re: Mortars: Reloaded
Because if they are in a squad, they are not supposed to be in the back or near a firebase, they are supposed to be with the SL and the squad and moving forward or defending a position the CO tells them to. If he magically decides there is nothing left to mortar and he is a lone wolf, then he will get killed on the front lines because he is a lone wolf.gclark03 wrote:If there's nothing left to bomb, why not abandon the mortars and join the fight?
If someone decides to flank or come up on the firebase from the rear, that mortarman is just as good as dead. He is a sitting duck, so how can he defend properly?knida agree w/ you there...but in a way the soldier is still on the front line as a weapon but not as a person, plus he would be more of like a FO defensive person
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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ZaZZo
- Posts: 1494
- Joined: 2007-02-03 18:37
Re: Mortars: Reloaded
Imo, it needs to be a mortarstrike by offmap 81mm mortars (they got something like 5000 meter range right?) that you request from the commander.
That way you can count on that the strike will actually arrive, if you got a sensible commander ofcourse. It doesn't take people away from the fight, and is probably more realistic than having the mortars deployed on a PR Firebase that's built 500 meters away from the fight.
That way you can count on that the strike will actually arrive, if you got a sensible commander ofcourse. It doesn't take people away from the fight, and is probably more realistic than having the mortars deployed on a PR Firebase that's built 500 meters away from the fight.
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Skodz
- Posts: 791
- Joined: 2007-05-26 06:31
Re: Mortars: Reloaded
Player controlled artillery and mortar (wich I consider different) would be very nice. As it already been discussed before, there are very interesting way of doing it.
But to me, there the way it should be.
Mortars:
Available as deployable commander assets or
Available as Limited Kits. These kits would obviously have a regular weapon when not using the mortar and they would simply carry it on their back.
http://www.25idl.army.mil/Deployment/OE ... ar%202.jpg
Mortars should have short-mid range and have just a little more destroying power then grenades. Aiming like grenade launchers but with a greater range and minimum range.
Player controlled Artillery like howitzer
Again, could have a aiming system similar to grenade launcher but more realistic and a greater range and minimum one.
Lot of power, capable of destroying armor.
Since PR maps are relatively small for artillery real range, they could hit anywhere on the map but only with "locked" target by SL on the frontlines and a significative loading time to prevent art abuse.
Art gun would be deployed at conventional armies main base as a "permanant" asset, it could not be moved and there would obviously be a very small number of them so only a few players would be using it at a time.
Destroyable like vbf2 art.
But to me, there the way it should be.
Mortars:
Available as deployable commander assets or
Available as Limited Kits. These kits would obviously have a regular weapon when not using the mortar and they would simply carry it on their back.
http://www.25idl.army.mil/Deployment/OE ... ar%202.jpg
Mortars should have short-mid range and have just a little more destroying power then grenades. Aiming like grenade launchers but with a greater range and minimum range.
Player controlled Artillery like howitzer
Again, could have a aiming system similar to grenade launcher but more realistic and a greater range and minimum one.
Lot of power, capable of destroying armor.
Since PR maps are relatively small for artillery real range, they could hit anywhere on the map but only with "locked" target by SL on the frontlines and a significative loading time to prevent art abuse.
Art gun would be deployed at conventional armies main base as a "permanant" asset, it could not be moved and there would obviously be a very small number of them so only a few players would be using it at a time.
Destroyable like vbf2 art.
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Skodz
- Posts: 791
- Joined: 2007-05-26 06:31
Re: Mortars: Reloaded
Player controlled artillery and mortar (wich I consider different) would be very nice. As it already been discussed before, there are very interesting way of doing it.
But to me, there the way it should be.
Mortars:
Available as deployable commander assets or
Available as Limited Kits. These kits would obviously have a regular weapon when not using the mortar and they would simply carry it on their back.
http://www.25idl.army.mil/Deployment/OE ... ar%202.jpg
Mortars should have short-mid range and have just a little more destroying power then grenades. Aiming like grenade launchers but with a greater range and minimum range.
Player controlled Artillery like howitzer
Again, could have a aiming system similar to grenade launcher but more realistic and a greater range and minimum one.
Lot of power, capable of destroying armor.
Since PR maps are relatively small for artillery real range, they could hit anywhere on the map but only with "locked" target by SL on the frontlines and a significative loading time to prevent art abuse.
Art gun would be deployed at conventional armies main base as a "permanant" asset, it could not be moved and there would obviously be a very small number of them so only a few players would be using it at a time.
Destroyable like vbf2 art.
Sorry double post, bugged during the posting.
But to me, there the way it should be.
Mortars:
Available as deployable commander assets or
Available as Limited Kits. These kits would obviously have a regular weapon when not using the mortar and they would simply carry it on their back.
http://www.25idl.army.mil/Deployment/OE ... ar%202.jpg
Mortars should have short-mid range and have just a little more destroying power then grenades. Aiming like grenade launchers but with a greater range and minimum range.
Player controlled Artillery like howitzer
Again, could have a aiming system similar to grenade launcher but more realistic and a greater range and minimum one.
Lot of power, capable of destroying armor.
Since PR maps are relatively small for artillery real range, they could hit anywhere on the map but only with "locked" target by SL on the frontlines and a significative loading time to prevent art abuse.
Art gun would be deployed at conventional armies main base as a "permanant" asset, it could not be moved and there would obviously be a very small number of them so only a few players would be using it at a time.
Destroyable like vbf2 art.
Sorry double post, bugged during the posting.


