Re: BF1942 style artillery!
Posted: 2008-10-29 18:12
I like the idea of player artillery/mortors but there must be some strict rules in place to make sure it is not too powerful.
1. Must be 200m away from CP. Should not be allowed in main to avoid main base attacking.
2. Must be 25m near BUNKER for Artillery and 25m near FIREBASE for Mortor
3. Artillery(large damage, radius and range) 5 AP|5 HE|5 Smoke|2 Illumination (for night maps). Every 5 rounds there should be a cool down time of 10 Min.
4. Mortor(small damage, blast radius and range) 10 AP|10 HE|10 Smoke. Every 10 rounds there should be a cool down time of 5 min.
5. Need to add vehicle resupply crate dropped out of Engie car
Vehicle supply crate should carry a limited supply of ammo for 50 cal emplacements, tows, tanks and alike. These crates should explode when destroyed. But not when they are empty, they should just disappear. Or make a 50 cal AA(Bradley/Tungsta) that reloads vehicles. When Supply Vehicle is out of ammo they must return to CP.
6. When firing, a mark(like with caches) appears on enemies map giving a rough location(within 100m for arty and 200m for mortor) of the artillery/mortors position for 10 seconds, an voice and text warning should be broadcast as well. Something like, "Enemy attack incoming!"
7. Only allowed two Indirect Fireing Platforms per team at one time. Can place both at one FOP.
8. Must be built by wrench after deployed.
9. Artillery:3-Man(IRL 9-Man): 1 Crewman - Aim | 1 Crewman - Fire | 1 Engineer - Reload.
10. Mortor:2-Man(Realistic): 1 Crewman - Aim | 1 Crewman - Load/Fire
11. All fireing platforms should have 360 degree turning radius.
12. CO needs a demolish order for deployed assets, not just FOPs.
Mortor Video
Artillery Fire
This system would work very well in maps like Kashan and Quinling
1. Must be 200m away from CP. Should not be allowed in main to avoid main base attacking.
2. Must be 25m near BUNKER for Artillery and 25m near FIREBASE for Mortor
3. Artillery(large damage, radius and range) 5 AP|5 HE|5 Smoke|2 Illumination (for night maps). Every 5 rounds there should be a cool down time of 10 Min.
4. Mortor(small damage, blast radius and range) 10 AP|10 HE|10 Smoke. Every 10 rounds there should be a cool down time of 5 min.
5. Need to add vehicle resupply crate dropped out of Engie car
Vehicle supply crate should carry a limited supply of ammo for 50 cal emplacements, tows, tanks and alike. These crates should explode when destroyed. But not when they are empty, they should just disappear. Or make a 50 cal AA(Bradley/Tungsta) that reloads vehicles. When Supply Vehicle is out of ammo they must return to CP.
6. When firing, a mark(like with caches) appears on enemies map giving a rough location(within 100m for arty and 200m for mortor) of the artillery/mortors position for 10 seconds, an voice and text warning should be broadcast as well. Something like, "Enemy attack incoming!"
7. Only allowed two Indirect Fireing Platforms per team at one time. Can place both at one FOP.
8. Must be built by wrench after deployed.
9. Artillery:3-Man(IRL 9-Man): 1 Crewman - Aim | 1 Crewman - Fire | 1 Engineer - Reload.
10. Mortor:2-Man(Realistic): 1 Crewman - Aim | 1 Crewman - Load/Fire
11. All fireing platforms should have 360 degree turning radius.
12. CO needs a demolish order for deployed assets, not just FOPs.
Mortor Video
Artillery Fire
This system would work very well in maps like Kashan and Quinling