3 assets that insurgent commanders and SL's should have

General discussion of the Project Reality: BF2 modification.
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

3 assets that insurgent commanders and SL's should have

Post by baptist_christian »

the first one is sand bag walls
self explanatory. civies would build them

second one would be rally points so insurgents could spawn places

third one would be firebases. not like conventional army firebases. These would have 3 81MM mortars, each of which would be manned by 1 person. squad leaders would use VOIP (not a problem for PR as most servers mandate that squad leaders must have voip, and most SL's have voip anyway) to send coordinates for a fire mission, and the commander would tell the squad manning the mortars where to fire (make mortar firebases like tank/APC crews, everyone has to be in the same squad).

This IS realistic because insurgents often do use mortar attacks on coalition forces

and a second thought. How about have this option available for conventional armies, but add the ability to deploy up to 3 heavy artillery pieces which would be manned by 2 or 3 players, and basically have the same system. SL in combat requests fire mission, relays coordinates to commander, commander gives coordinates to artillery, coordinates get blown straight to hell

EDIT: this would need an updated coordinate system with coordinate tiles that are at most 7-15M across to firemissions, so have like sub-coordinates. like E6xE6xB5 like a coordinate system in all the tiles that exist, and these show up only when you zoom in

another idea: how about rather than one firebase with 3 mortars, make it so each squad leader can deploy at max 1-2 mortars at different places at any given time, so when he deploys another mortar, the other one is destroyed.

and about the heavy artillery, that probably should either self-propelled, or figure out a way to use support trucks to tow the artillery pieces, or just leave it a mystery and have them deploy like command posts.
Last edited by baptist_christian on 2008-02-01 18:03, edited 1 time in total.
joselucca
Posts: 125
Joined: 2007-12-06 13:00

Post by joselucca »

I have seen this suggested in other posts. though i agree with your idea, most folks seem to think that there arent enough people on the maps to man the fire bases and have front line squads. Some have suggested automated fire bases...kind of like the arty in vBF2 but more effective. I've also read about the possibility of mortar systems, but its all speculation. who knows what the devs will actually do.
anyhow, i like your ideas and hope they seriously consider them.
good luck!
boltcatch
Posts: 45
Joined: 2008-01-14 06:31

Post by boltcatch »

The insurgent spawns already make good ad-hoc firebases. Get a bunch of dudes with RPG's on them and have at it.

As for rally points, I like it as it is now. My only gripe is wanting more cars for getting back into battle and other nefarious projects. How bout a bus and a couple stakebed trucks, too? Reskin the Chinese truck to rusty and yellow..
baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Post by baptist_christian »

the only way this would work though is if there was a better coordinate system. when calling out coordinates in-game, one tile might cover half of the whole city. how about have sub-coordinates, sub-sub-coordinates, and so on and so forth. Fire missions would sound like this "Need barrage at E6xB3xB3xF5 etc."
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Interesting idea for the insurgents, although 1 mortar seems a bit more plausible for one squad. For conventional armies some mortar support would be interesting, but overall I think it would make more support troops without giving any reasonable gameplay benefit.
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burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Post by burghUK »

i like the idea of mortar and artillery.

say ur squad is pinned down. you could ask for very close artillery support to cover your advance and all kinds of stuff. thats very rrealistic and often what happens. as for insurgents and mortars that is also a good idea but i think the artillery and mortars shouldn't go exactly to the coordinates aimed and should have deviation if possible like all the weapons.
baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Post by baptist_christian »

crAck_sh0t wrote:i like the idea of mortar and artillery.

say ur squad is pinned down. you could ask for very close artillery support to cover your advance and all kinds of stuff. thats very rrealistic and often what happens. as for insurgents and mortars that is also a good idea but i think the artillery and mortars shouldn't go exactly to the coordinates aimed and should have deviation if possible like all the weapons.
we could do alot more than that. say you need to get past a fortification. call in mortars and artillery to suppress enemy fire, or have a preliminary artillery barrage before attacking a position.
baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Post by baptist_christian »

PoE has a system similar to this, so its definitely doable.

but I want to know if they can change the trajectory of the rounds.

Normally, the rounds would follow a perfect arc because of no change in speed.

however, in real life, artillery rounds go very fast, and then slow down, and just fall almost straight down onto the target. this would be what would have to be used for urban combat.
MarineSeaknight
Posts: 287
Joined: 2008-01-08 16:12

Post by MarineSeaknight »

I remember a very lengthy argument about the realisim and plausibility of implementing any kind of field artillery in PR.

This is an interesting idea, as Insurgents in Iraq have been known to use light mortar attacks, firing them into the Green Zone from ourside.
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