[Gameplay] Area Attack

dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

[Gameplay] Area Attack

Post by dbzao »

As some of you have already noticed from the Muttrah DEV Journal, there are 3 new icons on the loading maps. They represent the three different "Area Attacks" that may be available in some maps.

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These are all off-map strikes, called by Squad Leaders clicking the "NEED AREA ATTACK" comm rose option when using the GLTD (conventional armies), green binoculars (insurgents and militia) and the cellphone (civilian collaborator). The commander needs to approve the request and there can be only one of these attack types per team on a map.

1. Mortars

These are fast, medium sized area attacks with a 30 seconds barrage. Mainly used by the insurgents and militia.

2. Artillery

Powerful, large sized area attacks with a 60 seconds barrage. Mainly used by the conventional armies.

3. JDAM

Powerful, large sized area attack of a single powerful JDAM. Used only by some conventional armies.
Scorch
Posts: 193
Joined: 2007-12-11 00:18

Re: [Gameplay] Area Attack

Post by Scorch »

1st post, yay
so i take it the morters are AI controlled?
another nice job by the devs
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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: [Gameplay] Area Attack

Post by DavidP »

I can't freaking wait for .8!
173555082
Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Gameplay] Area Attack

Post by Ironcomatose »

Bad ***. Care to explain the cellphone a bit more? :mrgreen:

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: [Gameplay] Area Attack

Post by Dougalachi »

has the JDAM been changed to better represent its effect?
Rudd
Retired PR Developer
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Re: [Gameplay] Area Attack

Post by Rudd »

have the explosions been modified in any way, e.g. Estate on Qwai river, JDAM hits the top and every1 is safe downstairs?
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: [Gameplay] Area Attack

Post by Cyrax-Sektor »

Ooh, mortars. Must be fun to watch those! :D
Slavak
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Joined: 2008-02-04 05:56

Re: [Gameplay] Area Attack

Post by Slavak »

I made the green bino's :P

All 60 min timer unfortunately.
Eddiereyes909
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Joined: 2007-06-18 07:17

Re: [Gameplay] Area Attack

Post by Eddiereyes909 »

sounds fun.
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
youm0nt
Posts: 4642
Joined: 2007-03-16 15:13

Re: [Gameplay] Area Attack

Post by youm0nt »

Can't wait to see those in action.
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ReaperMAC
Posts: 3055
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Re: [Gameplay] Area Attack

Post by ReaperMAC »

Here comes the boom... or... Bring the rain :twisted:
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Z-trooper
Retired PR Developer
Posts: 4166
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Re: [Gameplay] Area Attack

Post by Z-trooper »

*break break. Assassin, this is Steal Rain, your grid zone designators are correct*

*message to observer, splash in 5 seconds*

:) will be awesome to call in some fire missions on some "hunter killer RPG teams" ;) 0.8 should get stats back so I can get medals and stuff for that ;)
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"Without geometry, life is pointless"
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Gameplay] Area Attack

Post by [uBp]Irish »

so for the "Conventional Forces" are all 3 going to be able to be available, whereas, the Militia/Insurg might just get the Mortars?
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Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Gameplay] Area Attack

Post by Ironcomatose »

[R-CON]Z-trooper wrote:*break break. Assassin, this is Steal Rain, your grid zone designators are correct*

*message to observer, splash in 5 seconds*

:) will be awesome to call in some fire missions on some "hunter killer RPG teams" ;) 0.8 should get stats back so I can get medals and stuff for that ;)
You just called a fire mission on civilians!! :mrgreen:

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Gameplay] Area Attack

Post by Outlawz7 »

omg yay I can dial mortar attacks with my cell phone :P

"Hey Ahmed need mortar fire on my neighbors house, the British are in there" *click*

:lol:
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waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Gameplay] Area Attack

Post by waldo_ii »

Can we get an estimate on how powerful these mortar and artillery strikes are? Can a single mortar shell destroy, say, a scimitar? How about an artillery strike? How large a radius will these shells land in? Or is this post just part of an evil plot to gives us all heart attacks in anticipation for more information?
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Gameplay] Area Attack

Post by ReadMenace »

I got a linked picture of the civilian cellphone.

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<3 The Devs.

-REad
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Re: [Gameplay] Area Attack

Post by Clypp »

ReadMenace...I think some retexturing is in order.
kristofer
Posts: 149
Joined: 2006-05-02 12:27

Re: [Gameplay] Area Attack

Post by kristofer »

Mannnn, good, but I think I speak for everyone when I say I would prefer player-controlled mortar. Will you be eventually moving it to player-controlled or are you going to be spending all your time on it as an Area Attack feature?
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a lotta bad types,
a lotta mean people...
a lotta nutters."


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Brummy
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Joined: 2007-06-03 18:54

Re: [Gameplay] Area Attack

Post by Brummy »

'[uBp wrote:Irish;778124']so for the "Conventional Forces" are all 3 going to be able to be available, whereas, the Militia/Insurg might just get the Mortars?
I think it depends on the map, don't know though.
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