Different commander artillery

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W4lt3r89
Posts: 73
Joined: 2009-02-17 22:09

Different commander artillery

Post by W4lt3r89 »

Now, before someone points the flamethrower in my direction, let me elaborate.

Most of the time, we all know the commander artillery is one time use per 30/60 minutes (seems to variate, i dont know) and it's always that same strike on that same map.

Why not a different system to include other Commander artillery supports next to the one on the map? Such as for Kashan Desert, Commander has access to Mortar strike, Heavy Artillery and the JDAM.

3 different strikes, 3 individual recharges. One is recharging while other 2 are on standby.

Since the commander has atm 2 empty slots in his support screen, why not code in 2 other artillery pieces that are linked to different strike.

This would also give some discretion to the squad leaders, what type of support would be the most effective on the enemy position. To decide should they request for mortars or then the JDAM.

And this wouldn't still cause too much impact in the commander seated by rookies, since they still need to be called in by squad leaders.

PS: I checked the *** thread for suggestions related to this and did a search with "Artillery" "Arty" keynames. Most came up with player controlled artillery.
abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: Different commander artillery

Post by abbadon101 »

I like the idea.
The mortar strike could be weak but a reasoable amout of rounds (10/12) and over a 50/100m radius, arty could be stronger but with only a few rounds (5/6) over the same area, where as JDAM would be very powerful and accurate but only a sigle target.

recharge times could be along the lines of Mortars 8-12 mins, arty 20-30 mins and JDAM 45-60 mins.
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Different commander artillery

Post by IAJTHOMAS »

W4lt3r89 wrote:PS: I checked the *** thread for suggestions related to this and did a search with "Artillery" "Arty" keynames. Most came up with player controlled artillery.
Project Reality Forums - Search Results

Fair few threads on the first couple of pages with the same general point of varying types/sorts of arty. None of them led to anything really.

Some of them mention not being able to have more than 1 type of arty per side on a map at once.
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JohnTheRipper
Posts: 233
Joined: 2009-03-03 17:32

Re: Different commander artillery

Post by JohnTheRipper »

It's a good idea and would be realistic to because i doubt an the US or chinese or any of the other nation factions would just limit themselves to one type of those attacks.
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W4lt3r89
Posts: 73
Joined: 2009-02-17 22:09

Re: Different commander artillery

Post by W4lt3r89 »

IAJTHOMAS wrote:Project Reality Forums - Search Results

Fair few threads on the first couple of pages with the same general point of varying types/sorts of arty. None of them led to anything really.

Some of them mention not being able to have more than 1 type of arty per side on a map at once.
Well, I've been thinking that over but i think it isn't impossible, thought that is just me.. I should get knowledged with the proper limitations of commander side in battlefield 2.

Maybe creating a new type of artillery node object that is coded for the commander as artillery2 or so...

Since the BF2 game supports at vanilla the least 3 artillery pieces on the map. So i thought those could be coded in the different parts of the Commander's recharge/activation tab.

IF this is possible, it could be left to commander's decision what type of support is called in, so it is only to his decision and maybe via VOIP from the squad leader.
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: Different commander artillery

Post by ReaperMAC »

I like it, having the ability to choose which type of area attack for the commander can be very useful.
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JohnTheRipper
Posts: 233
Joined: 2009-03-03 17:32

Re: Different commander artillery

Post by JohnTheRipper »

something i just had pop into my head was having the ability to have 3 would have a new way of taking objectives because you could have a sniper team call in the jdam on the heaviest defended part then mortars to soften up the rest then have the rest of the team charge in and take the objective, once a counter-attack come use artillery or save it for the next objective.
So this idea would have a new way to play the game and have your forces advance.
If a bomb lands 20 feet from your position, then I'm coming around for another shot.
P.S. Sorry that I missed the first time.
Xfire Name: johntheripper723
503
Posts: 679
Joined: 2008-08-30 02:53

Re: Different commander artillery

Post by 503 »

I really like this idea. Commander would be less boring job and more decisions between the command and SL would have to be made on which artillery to use.
JKRMAUI
Posts: 584
Joined: 2007-04-10 22:22

Re: Different commander artillery

Post by JKRMAUI »

Sounds fun..if it's possible.

Yeah it would make commander more fun, but we don't want VBF2 arty spam. That's just maddening.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Different commander artillery

Post by Vege »

I would say let them charge from the same pool. This would give the commander a twist which one to use or not to use.
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socomseal45
Posts: 48
Joined: 2008-10-15 17:48

Re: Different commander artillery

Post by socomseal45 »

Vege wrote:I would say let them charge from the same pool. This would give the commander a twist which one to use or not to use.
That would actually be interesting if possible. Commander would have to use mortars and send the counter back down to 0 or wait and use artillery.
D0S3
Posts: 32
Joined: 2009-01-20 01:09

Re: Different commander artillery

Post by D0S3 »

Been suggested before, search selectable area attacks. I'd post a link but I'm on my iPod touch, it would be to hard to do
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Different commander artillery

Post by gclark03 »

Why is this impossible, before the lock?
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Different commander artillery

Post by Ace42 »

[R-CON]ReaperMAC wrote:I like it, having the ability to choose which type of area attack for the commander can be very useful.
This got suggested in the "does anyone command anymore?!?" thread - with the proposal of incorporating it into a "ticket economy" - so that arty reloads quicker, but costs tickets to deploy. Thus, a commander could spam JDAMS relatively regularly, but the ticket cost would be more than the tickets lost by the opposition, making it a losing strategy. Mortars would be a cheaper, and thus be more spammable, but less effective, etc.

There'd still be a nominal "recharge rate" limit on each to prevent STUPID levels of spamming; and they'd STILL need a SL / Civvy / Laser Designator / whatever to mark it up; so it wouldn't be OPd.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Different commander artillery

Post by Tirak »

No idea clark, that's a Dev question, but they can't be here right now. Best bet is to search the other topics with the identical subject as this. FYI in the future, Artillery should also be searched for under Area Attack.

Hello, Your topic has been discussed several times before, in the top right hand corner of your screen there is a button which reads "Search" and at the top of the Suggestion Forum there is a topic labeled "Attention! Already Suggested Suggestions", before posting a suggestion in the future, please use these tools to avoid duplicate threads.

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