Possibly a good arty model?

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RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Possibly a good arty model?

Post by RCMoonPie »

Please read and allow the explanation to unfold before locking. Please just give it a chance to be heard. ;)
This new thread is based on an unlocked post that is less than a month old. Please refer to: https://www.realitymod.com/forum/f18-pr ... -idea.html
There are a lot of very, very good points in the thread.

Arty and Mortars could represent a big complexity in PR.
But I believe it still could be achieved with outstanding dynamics to the overall game play without sacrificing the overall integrity of PR.
Please allow me to explain. It will feel off-topic at first but bear with me...
There is an overall "elitist" attitude that is inherited by we ALL who play PR.
Nothing wrong with it, but we ALL see ourselves as a little above the average vanilla player. It's as if we in PR are flying in first class enjoying fine cuisine and champagne...while the vanillas are just accepting the peanuts and can of diet coke that is placed in front of them.
Most of us are here playing PR because we didnt like what was "placed in front of us". We dont like our games "dumbed down" and easy for Joe Average to jump right in and become 1337.
Bottome line, we like PR becuase it takes skill. It takes learned skill. It takes intelligence and it takes experience, both real-life and gaming experience.
That and the fact that the devs, cons, etc. of this game have busted their asses to make sure we have a representation of reality. (For free I might add...their job truly is done for the love of the game! Please contribute if you can)
And because of all of this we would rather not include something at all in this game....than to have something that is half-*** done.
Nothing wrong with that either. We feel this mod is the best, and we expect just that.(and to the devs, cons, etc...We are most humbly appreciative)

Having said all that, I still can’t help but think in our expectations that there is a tendency to "over-complicate" things. It doesn’t have to be that way. Believe it or not, and you may agree or disagree…but some details can be left out of the game without sacrificing over-all game play, losing the integrity of PR or having to “dumb down” the game.
It is possible with arty, and it is possible with mortars.

For Arty imagine this scenario… at the beginning of a round a SL gets an officer kit, he then gathers his squad consisting of 5 members, 2 of which is are engineers(6 total with SL)and they make their way over to a 5-ton truck that is modeled the same as the current version with the exception that this one is towing a LW155 (XM777).
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The squad piles into the truck, the SL sets a move-point and the truck moves out of the base and into the desert to a remote, yet strategic location of the map. This could possibly even be set by the commander as a move order.

Fast-forward to the truck, its squad and LW155 in tow arriving at the move point. Everyone disembarks the truck and remains within a radius (much like what is necessary to set an RP) The squad leader then sets a build-order for the LW155 within the radius of the truck’s rear, and the 5 squad-members. The towed LW155 then becomes a representation of an unhooked LW155 sitting on top of a build area that could be represented by the current graphic of an unconstructed fire-base. From here, the shovels come out and the engineers take their wrenchs out and the LW155 is constructed. Once constructed the LW155 is positioned in the middle of a circle of sandbags with various shell crates lying about as well as a representation of a radio. The arty position would have “seats” much like that of any vehicle, that would be mounted by hitting “e” at those positions. The LW155 could not be fired unless all squad members are "seated". Three members could man the gun one of which is the SL and the other three take up various other “seats” to provide security for the emplacement using weapons from their issued kits. I also want to add that the position also serves as an RP for this squad. The SL would be in-charge of all of the action.

A call for fire would go as such: A squad leader clear across the map needs an arty-barrage on an enemy position. He then marks the position using his binos and bringing up a com-rose (much like the current system&#8221 ;) and selects “call for arty” a message is sent to the commander who then must accept or deny the request based on his view of the map and battle situation.
If he denies, nothing happens ( SL gets the vanilla “artillery is denied”.) If he accepts, the situation escalates. The SL calling for the barrage gets the message “Stand by for artillery barrage”. The SL of the LW155 then gets a message that says “Stand by for fire-order”. The SL then selects a “smoke round”. He then looks at his map and selects the location the commander has spotted. Although, it isn’t a precise location, it is represented by a large area circle on the SL’s map. He selects to fire somewhere within that circle by left clicking the map. When he does a small 5X5 grid now appears and remains over the commander’s circle on the map. At the moment he clicks the map and lays the grid down, the LW155 fires the “smoke round.” Minutes pass on the other side of the map, then the SL begins to hear a shot falling and it impacts the ground with billowing smoke near where he had called for fire. He then relays to the commander that he needs the fire to be “adjusted up 1, right 3”. The commander then passes this info to the arty SL, who by looking at the grid on his map that he laid with the “smoke shot” , will now click the “up1,right3 position on his grid, laying a new grid and firing one HE round. The SL on the otherside of the map hears the round raining down and sees the impact. This time it is close enough to his target for a barrage! He tells the commander to “fire for effect”! The commander then relays the command to the arty SL who now clicks the grid again on the same spot, this time causing the gun to be fired 5-8 times in succession for the next minute!
On the other side of the map, minutes later, hell rains down on the position, devastating enemy soldiers, vehicles, and other structures!

After firing the barrage, the arty squad decides they need to move to another position. He issues perhaps an “un-build order”. The crew then packs the LW155 and after a time, it is represented again in-game by the 5-ton towing the LW155. The squad then embarks the truck and leaves for another location to start the process over again.

Theoretically, the commander would be the primary path for an arty strike but could be left out of the process as well if communications were just that good between all of the SLs in a particular round, or if there was no commander present. A SL could simply call for arty in a particular map square and go thru the adjustment process, smoke first and then adjust fire.

I want to add that all members must be “seated” in the LW155 position in order to fire. This will represent in-game the team-work needed to fire the artillery piece. The position would be vulnerable to all the other hazards available in game. It can be destroyed and players can be shot while in a position. Since all squad mates are needed to fire, taking out one of them from the position would take the gun out of the game until he respawned at the LW155 position. (since it serves as an RP)

This is just an idea to hopefully show in a positive way the possibility of this being done. I think it could be possible with the right attitudes. It would be in keeping with PR goals. It would definitely add another dynamic of team-work, and would only enhance overall game-play. Just as there aren’t aircraft or certain vehicles on certain maps, artillery shouldn’t be present on all maps. Obviously it would take the larger maps for this to be possible.

But…following this model would also make mortars possible on smaller maps. You wouldn’t need the vehicle or as many squad mates, maybe just 3 or 4, and maybe the SL could issue a build-order for a mortar emplacement to be built with “seats” as well that must be filled in order to fire. This way the squad could have its own forward observer team to site for the mortar. The forward observer team could only designate or map a fire mission on a target if they are within a certain radius of each other.
These are just ideas. I know some of which may have been suggested before. But I believe it could work and add to PR in a very positive manner.

Please refer if interested to this website for the LW155 specs: M777 Lightweight 155mm howitzer (LW155)
Last edited by RCMoonPie on 2008-02-04 23:10, edited 1 time in total.
Reason: spacing
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

wall of text ftl
hopefully the only artillery implemented in PR will be 2 player operated mobile mortars and nothing else
will be in 0.8 hopefully, all going well
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Wish we could do articulated vehicles like trailers and towed artillery pieces, but it is not possible with the engine, unfortunately.
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

$kelet0r wrote:wall of text ftl
hopefully the only artillery implemented in PR will be 2 player operated mobile mortars and nothing else
will be in 0.8 hopefully, all going well
I got rid of the wall and spaced it out some.
If you want to suggest "2 player operated mobile mortars" start your own thread about it. Stay on topic please.
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

[R-DEV]Eddie Baker wrote:Wish we could do articulated vehicles like trailers and towed artillery pieces, but it is not possible with the engine, unfortunately.
Perhaps the whole thing could be "simulated" as one truck with two passegers carrying the broken down LW155 in the back, while the rest of the squad rode in an additional Humvee with a mounted 50cal as an extra defense? It could be coded (much the same as the current gunners situation on vehicles) whereas you have to be in the same squad to have BOTH vehicles?
The LW155 could certainly be simulated as "packable" into a truck...
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Last edited by RCMoonPie on 2008-02-05 00:03, edited 1 time in total.
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Post by Oddsodz »

Don't they have something like this in FH2 MOD? Just that it is static non moveable? And it can only be fired if a "Arty Call" comes in. I Think that in that MOD they have a kit just so it can "SPOT - Place" for arty fire. And even then it can only fire so much.
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

Oddsodz wrote:Don't they have something like this in FH2 MOD? Just that it is static non moveable? And it can only be fired if a "Arty Call" comes in. I Think that in that MOD they have aket just so it can "SPOT - Place" arty fire. And even then it can only fire some much.
I am not familiar with the "FH2" mod...and...
what I am proposing is indeed "moveable" it could be fired by request or not....but would only be effective if requested, and if fire was directed and adjusted.
Also...ammo would not be infinite. If an arty crew fired all there ammo...they would need to pack up the position and return to base and rearm.
Unless it were possible for the gun to stay emplaced and one of the vehicles (the truck) could return to the base for ammo. This is feasible since the gun is unfirable without all its squad members being seated.
This would create an intresting dynamic...what if the arty-truck was destroyed while making an ammo run?
It would be necessary for the entire team waiting at the LW155 to now wait for a squad member to spawn at the main base and wait for another arty truck to spawn! The gun would be useless without its support truck and its full squad. All the waiting squad could do is defend until reinforced!
Am I the only one who finds this remotely exciting? :-D
SnipingCoward
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Joined: 2007-12-31 22:40

Post by SnipingCoward »

no doubt it is - but then again bf2 only supports servers up to 64 players :(
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RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

SnipingCoward wrote:no doubt it is - but then again bf2 only supports servers up to 64 players :(
I see your point.
This idea would eat 6 or so players from a 32 player team.
It doesnt have to be done with an entire 6 player squad...this is only an idea....it could be done with less, maybe 4.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Post by charliegrs »

a paladin self propelled artillery tank would eliminate the articulated-vehicle problem. and theres already one modeled in desert combat.
known in-game as BOOMSNAPP
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Like some of the other artillery suggestions, I don't like the idea of having another dedicated support role to fill. Not to mention aren't artillery pieces usually in groups? How often would a lone howitzer be sitting be sitting in the middle of nowhere? I'm still a supporter of the off-map artillery concept. Makes more sense as you avoid the need to model, skin and code a complex player controlled system that some might argue would be unrealistic or consume too much manpower.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Any arty system that uses live players to realistically portray artillery basically eats up a large part of the team, while any arty system that doesn't is unrealistic. So I'm also a fan of off map artillery, although it comes with problems of its own.
[R-CON]creepin - "because on the internet 0=1"
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Post by SGT.JOKER »

[R-DEV]Eddie Baker wrote:Wish we could do articulated vehicles like trailers and towed artillery pieces, but it is not possible with the engine, unfortunately.
I wonder why the engine is so limited, there was a BFV mod that had towable items after all
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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justman2005
Posts: 59
Joined: 2007-11-24 04:08

Post by justman2005 »

i think this idea has alot of potential, i would just consider reducing the squad size needed to work the thing, maybe instead of a truck dragging it along it could be a SL/commander placed asset that needed a truck to deploy, or maybe 2 trucks. i think it would bring a whole other dimension into the game that would work well, you could have an attacking infantry squad with a pilot a tank squad defensive squad and an arty squad, it would be great playing on kashan with it, i think it would fit perfectly on such a large map as it would bring another reason to be aware and not to stay in one place too long, not only would you have to worry about planes choppers and tanks but also munitions falling from the sky. maybe to man the gun you could have a spotter/ aimer and 2 loaders/unloaders as 1 person would be loading the bullet and the other unloading it so 3 people on the gun could work very nicely by not taking too many players away from the action. also to reload the gun you could implement reloading from supply crates, so a passing supply truck could drop a crate or a chopper overhead could quickly drop a crate, if you made the ammo recieveble from the crates less then the ammo recieved from deployment it would encourage ammo conservation and more tactical uses for the supply crate. as opose to just ressuplying squads. i can imagine it now.... a deployable fortress in the middle of kashan.... bunker, razorwire, sandbags, AA, a couple supply trucks or humvees and a HUGE arty gun sticking out of the ground using precision targeting with fellow squad leaders or a commander to make a crater out of a squad :D
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