[Question] Can this be used to call in artillery?

General discussion of the Project Reality: BF2 modification.
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

[Question] Can this be used to call in artillery?

Post by CanuckCommander »

This is a question not purely a suggestion.

By using something on the hud similar to the Grenadiers' ranged sights, maybe we can implement player-fired artillery. Would this work?

In game:

Infantry: We need Artillery strike E4k8.
*Artillery Squad leader places ATT marker on the GRID.
*Artillery soldier aims Sights, with the correct range bar, at marker, and fire.

Maybe a 10 round magazine to allow continuous fire with 2 second reload times. Then a 5-10min down time for the "magazine" to reload. This will simulate balance.

I'm just making this thread to spark ideas in the community because I think artillery should not just a something that the commander calls in every hour.


EDIT,

Example of FH2's Artillery system, which I believe, with a few modifications, will work great for PR.
IAJTHOMAS wrote:From about 5 minutes:

Yea, it would be cool if PR's could work like that, of course with some modifications.

I'm not sure exactly how the coding works with the binoculars and (0,0) alignment, but it is awesome. One thing that I would like changed is the "ALTERNATE VIEW" option to guide the artillery rounds in. In PR, we can just use VOIP from the spotter to guide the rounds in.

On a squad level, Artillery squad would just be like any other specialized squad such as INF or TANK. There would be a spotter and a gunner. With the spotter, the gunner can fire most accurately.

Perhaps, there can be an alternate VIEW/SIGHT for the artillery gun, for targets without the spotter. Referring back to the original idea with the INFANTRY calling in ARTY with GRIDs, this alternate SIGHT will be like the grenade launcher and can offer decently accurate fire.

But this won't be so accurate depending on the range. Since its not so accurate, INF cannot abuse it by calling in VERY VERY "DANGER CLOSE" missions, or risk getting killed in the friendly fire.

On the other hand, the spotter also might be too overpowering because he can make the guns so accurate, thus changing gameplay. Its up to the DEVs though, since this will change gameplay significantly.

I think i want to add this to the MAIN POST. :) thx for the vid.
Last edited by CanuckCommander on 2009-01-23 06:44, edited 4 times in total.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Question] Can this be used to call in artillery?

Post by McBumLuv »

Systems like this COULD work, but the DEVs often say they don't like player controled arty because it takes too many men off the field. I wouldn't mind implementing something like the FH2 system, but it's just a question of convincing the DEVs that it's better to have player controled support, rather than off map support.
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Question] Can this be used to call in artillery?

Post by CanuckCommander »

McLuv wrote:Systems like this COULD work, but the DEVs often say they don't like player controled arty because it takes too many men off the field. I wouldn't mind implementing something like the FH2 system, but it's just a question of convincing the DEVs that it's better to have player controled support, rather than off map support.

Maybe the commander can multitask LOL
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: [Question] Can this be used to call in artillery?

Post by Anderson29 »

no offense CC but i cant count how many times this has been suggested. just a friendly FYI
in-game name : Anderson2981
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Question] Can this be used to call in artillery?

Post by CanuckCommander »

Anderson29 wrote:no offense CC but i cant count how many times this has been suggested. just a friendly FYI
None taken, but please read the first line of my post again. I just want to know what others think.
artwie
Posts: 88
Joined: 2009-01-12 19:08

Re: [Question] Can this be used to call in artillery?

Post by artwie »

McLuv wrote:Systems like this COULD work, but the DEVs often say they don't like player controled arty because it takes too many men off the field. I wouldn't mind implementing something like the FH2 system, but it's just a question of convincing the DEVs that it's better to have player controled support, rather than off map support.
I think FH's artillery system is awesome, and it doesnt take that much players of the field at all, off-field artillery for every 60 minutes just seems.. well.. boring
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Question] Can this be used to call in artillery?

Post by sakils2 »

I think FH's artillery system is awesome, and it doesnt take that much players of the field at all, off-field artillery for every 60 minutes just seems.. well.. boring and wrong
Would be cool if there would be some mortars in Korengal Valley. Maybe we could have a limited kit. Well two. One guy with the mortar itself, one with ammo. IF it IS realistic.
In game:

Infantry: We need Artillery strike E4k8.
*Artillery Squad leader places ATT marker on the GRID.
*Artillery soldier aims Sights at marker, and fire.

Maybe a 10 round magazine to allow continuous fire with 2 second reload times. Then a 5-10min down time for the "magazine" to reload. This will simulate balance.
Me likes.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Question] Can this be used to call in artillery?

Post by arjan »

How about a new specialty kit: Radio operator or what is the military term for that?
or something like a radio for the Squadleader that he can call in Artillery/Airstrikes with?

Radio Operator (limited to 2)
-Knife
-Carbine (4x)
-Radio (1x)
-Soflam
-Smoke (2x)
-Fielddressing (3x)

The radio would be something like this:
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Could be just like aimed as the insurgent cell phone.


Radio could get 2 options:


-Airstrike
Small laserguided bomb

-Barrage

5 shells in a small area
YouTube - World in conflict - Precision Artillery

The 2 options would be linked with an ammo link like the machine gun,
Reloading a new ''ordnance attack'' would take 10 minutes or abit more.

This is just a rought idea.

At the moment theirs a verry limited use of area attacks!
This could add a few things:

-Nice and also fun add to infantry gameplay.
-Get snipers something to shoot at :razz:
-Get more area attacks if used right thus adding assymetricall balance
-Usefull for recon teams or defending/assaulting teams.
Last edited by arjan on 2009-01-19 14:57, edited 13 times in total.
Thamu
Posts: 97
Joined: 2009-01-18 15:02

Re: [Question] Can this be used to call in artillery?

Post by Thamu »

Very Good Idea :smile:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Question] Can this be used to call in artillery?

Post by Rudd »

I have always, ALWAYS been against player controlled arty

but we were using the AT guns on Fools Road for the same effect using a forward observer to guide our shots...

I had fun and it must have scared teh **** outta the enemy.

So I dunno anymore
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Question] Can this be used to call in artillery?

Post by Alex6714 »

The FH2 system is fantastic, and 1 person off the front is hardly too many. :roll:

You don´t have to use it if you want an extra man on the front.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Question] Can this be used to call in artillery?

Post by cyberzomby »

Dont forget that in real lif the artillery isnt in the field! Its back home. And thats not main base in these maps. The entire map is used as a combat zone. Arty units arent in combat zones but several miles away from it.

If I recall correctly from discovery channel lolz
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Question] Can this be used to call in artillery?

Post by cyberzomby »

Dont forget that in real lif the artillery isnt in the field! Its back home. And thats not main base in these maps. The entire map is used as a combat zone. Arty units arent in combat zones but several miles away from it.

If I recall correctly from discovery channel lolz
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: [Question] Can this be used to call in artillery?

Post by TF6049 »

I'd personally like a destroyer on Muttrah (as well or instead of the current ship) so we could have gun-based arty on that. There would be about 3 hueys, 1 apc, and 3 RIBs, but that arty would be able to replace the missing assets (it can take out SAMs, FBs, etc with precision).

Here's how.
1. "Request barrage" marker placed
2. Arty gunner sees it, and range to it
3. Arty gunner has a HUD input of how far his/her shot will currently go at that given angle
4. Arty gunner lines their marker up with the target at the appropriate range and bearing, then fires.
5. "Smart shell" option is accurate to within one grid (e.x. F5) and will precisely hit the marker/lasertarget
6. "Unguided shell" option is for when you only have a coordinate, not a barrage marker
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

A funny typo by Sgt. Smeg
.blend
Posts: 212
Joined: 2008-01-28 22:54

Re: [Question] Can this be used to call in artillery?

Post by .blend »

im against player controlled mortars, but for more extras to call in, like airstrikes and small arty fire. I rarely see the JDAM be used, left alone be used effectively and not just coz everybody wants to look at the nice effect. Give the bulky radio to the SL or ironsight riflemen, making them an easier to make target.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: [Question] Can this be used to call in artillery?

Post by ralfidude »

Well... to be honest an artillery system from FH2 is HOT! But there should be some drawbacks. SUch as a limit to it. Perhaps, either u can use the arty only in certain places, within limits of certain areas, or make the arty a pick up kit from the cache, and either let that be allowed to go anywhere, or u pick up the arty kit from the cache, and have to be within a certain amount of meters to simulate that you are using arty rounds from the cache. The set back? The enemy knows ur using arty near a cache and can draw them in closer to it.

Just a quick thought.
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: [Question] Can this be used to call in artillery?

Post by ralfidude »

commander has controll over arty, the only thing is that he cant point it where he wants it. Well, he can.
Commander tells squad 3 to get his civi over to a spot and call in arty, commander accepts, mortars inbound, not that painful right?
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Question] Can this be used to call in artillery?

Post by CanuckCommander »

'[R-CON wrote:Alex6714;907214']The FH2 system is fantastic, and 1 person off the front is hardly too many. :roll:

You don´t have to use it if you want an extra man on the front.
How does it work exactly? Everyone is so fond of it. Is there a video?
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: [Question] Can this be used to call in artillery?

Post by PFunk »

Perhaps you could have it so that an SL standing beside the radio in a FOB could call in limited artillery strikes within a certain range which would limit the strike to the purpose of defense. You could limit it to one strike per certain period of time to represent the theatre wide demand for artillery.

Might actually make people want to defend their FOBs.

The problem with arty and mortars is that they are generally used at the platoon level and higher so a single squad using it against another is definitely over powered.

The only compromise I can think of is mortar and arty strikes where the SL tells the commander through a report where to fire and the commander calls it in. Not much else you can do I don't think.
[PR]NATO|P*Funk
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