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Artillery/air support

Posted: 2008-12-13 11:50
by jbgeezer
First of all I just want to say that I know there are some artillery/air support in PR now but its not much. I was inspired by the world in conflict artillery support system. This artillery is called in by the commander, which approves squad leader requests. Servers could do the same like they do in vBF2 with the artillery on carrier and autokick anyone who baserapes with the arty.
Im also using Kashan Desert and south village as an example here. Devs choose:If commander can fire without squad leader request or that he can fire at will, how many artillery pieces per barage and artillery shown on map so special forces would get their hands full or artillery off map.

If you know about any other artillery/air support elements that you'd like to suggest, feel free to do so. How many times the differnt artillery/air strikes is aviable is up to the devs to decide, but the most effective would of cource be the rarest.

Artillery

Heavy artillery strike:
Rocket strike:M270 MLRS/Grad
The most prowerful strike of them all.
Only on the biggest maps.
Capaple of destroying entire south village
Good against any target

Medium artillery strike:
155/152mm artillery.
On large/medium sized maps.
Good against heavy armor, infantry, fortifications.

Light artillery strike:
105mm artillery.
On most maps.
Good against APC/IFV, infantry, light fortfications:HMG nests etc.

Mortar strike:
80mm mortar.
On almost all maps.
Good against infantry, scout vehicles.

Air strikes

This could be a good thing on maps without airports. You could still have air support on the map without having to support an airport and planes. But it shouldnt replace the airforce on maps like kashan desert and quinling.

Carpet bombing? Not quite sure of this one, maybe a bit to overpowered?

Guided antitank munitons:
Aviable on most maps with armor.
Locks on to armor inside the vincinity of the firing area. Radius of firing area: 15m or more

Cluster munitions:
Good against infantry, light vehicles.

Napalm strike:
Basicly just a really big molotov cocktail, and you know how they work :wink:

Now maby this would make commander post atleast a bit more attractive. But also here teamwork is esential. A good commander would most likely call in an artillery strike on an enemy fixed positon, instead of firing at infantry in the middle of nowere. If this is added it would very much look like this:File:785px-Arty Call for Fire 1.jpg - Wikipedia, the free encyclopedia

As the squad leader acts like the FO, the commander acts like the FDC, and the artillery is on its way

Re: Artillery

Posted: 2008-12-13 12:35
by Safekeeper
SPI's board game Firefight had a nice system for artillery. You had a scrap of paper and wrote down which turn you wanted your artillery to fire, and in what map hex you wanted it to hit. You then rolled a die to determine if the strike would be delayed. You also had the ability to call in opportunity fire. Once the shots were fired, you rolled a die to see if the impact hex was the one you wanted, or if the barrage missed.

Could something like this work in PR - the ability to call in artillery like you can now, with randomized delays, and the ability to order strikes 1 minute, 2 minutes and 5 minutes into the future?

Re: Artillery

Posted: 2008-12-13 12:55
by Ragni<RangersPL>
I like the idea of different area attacks... It can be used to make factions even more unique, like for example: JDAM for US and Napalm for PLA on the same map :) ... or Artillery strike for US and SCUD missile (maybe with chemicals) for MEC :D



(C&C Generals FTW!!! :lol :)

Re: Artillery

Posted: 2008-12-13 13:20
by Tartantyco
-What I would like to see is just a single type of area attack that can be quantified. You have a short area attack that is rearmed quickly(Lets say 5 minutes for the purposes of this example) that is stacked to a total of 6. Each attack is made up of three shells(18 shells total). You can choose to use only one attack, all of them, or anything in between. If this is at all possible, I do not know.

Re: Artillery

Posted: 2008-12-13 13:21
by jbgeezer
Ragni<RangersPL> wrote:I like the idea of different area attacks... It can be used to make factions even more unique, like for example: JDAM for US and Napalm for PLA on the same map :) ... or Artillery strike for US and SCUD missile (maybe with chemicals) for MEC :D


I like the idea :D

Re: Artillery

Posted: 2008-12-13 13:39
by moj
Hell yeah I likes the sound of this.

Re: Artillery

Posted: 2008-12-13 13:54
by driver-ch-driver
yh sounds good

Re: Artillery

Posted: 2008-12-13 14:33
by STORM-Mama
But rocket strikes? One regular Grad battery of six vehicles can fire almost 300 rockets in less than 30 seconds, covering a large part of the bigger PR maps. Not only that; it takes only about ten minutes to reload the ********.

And that's the BM-21, which is one of the older Katyusha rocket launchers...

Imagine the lag they will cause, image how overpowered they will be ingame. It's almost impossible to make it right and portray these vehicles realistically in a game.

Re: Artillery

Posted: 2008-12-13 14:35
by jbgeezer
Well imagine one vehicle, one strike in a round, you get rid of the overpowered thing. And why would it be "impossible to make it right and portray these vehicles realistically in a game"?

Re: Artillery

Posted: 2008-12-13 14:52
by STORM-Mama
jbgeezer wrote:Well imagine one vehicle, one strike in a round, you get rid of the overpowered thing. And why would it be "impossible to make it right and portray these vehicles realistically in a game"?
Because one vehicle delivering one strike a round is not realistic. They are used in batteries of six (have read about Russians using them in whole battalions of 18 vehicles delivering 700 rockets!) delivering houndreds of rockets in less than a minute.

If we get Katyushas ingame, they should be just as scary and overpowerly devastating as they are IRL. A regular army like the PLA, MEC or Russian Army don't use just one vehicle at a time, that's what militias like Hezbollah do. A massive barage like the one I explained previously is the only way to give a fair and realistic picture of what these Russian deathbringers are capable of. But it just wouldn't work ingame.

Now I don't know anything about how the NATO armies use similar weapons. I've just been talking about how the Russian army use theirs.

Re: Artillery

Posted: 2008-12-13 14:59
by jbgeezer
Well maybe rockets is a bad idea, but its up to the devs to decide.

Re: Artillery

Posted: 2008-12-13 15:21
by Tirak
Artillery Support is given in the size the CO wants, if he needs a light barrage or a specific number of shells, he'll ask for it, and as long as it's within the battery commanders ability or mission statement, the CO will get what he wants. Personally I'd like to see player controlled artillery through either player built assets or mobile artillery vehicles. Air strikes and artillery strikes have been suggested before though, and there is apparently a way to make the aircraft delivering the strike to do a flyover and drop their ordinance, but i digress. As much as I absolutely love the idea of artillery and all things thereof, I have to do this to you, and I'm sorry :(

Ressuggestion,

Please use the Search Function and the Already Suggested Suggestions thread before posting.

Re: Artillery

Posted: 2008-12-13 15:34
by jbgeezer
Not a resuggestion all the way mate, and there is simply to little artillery in PR so we need this

Re: Artillery

Posted: 2008-12-13 20:32
by single.shot (nor)
PRO

Re: Artillery

Posted: 2008-12-13 20:44
by McBumLuv
I am for an assortment of support that SLs can call in to use.

Re: Artillery

Posted: 2008-12-13 21:12
by M_Striker
I honestly do not like the idea of off map artillery or air support. I wish everything would be player controlled. I'm more stressing on the air support aspect because, if we have air support, what's the point of planes. It completely degrades their value on the battlefield. Why go through all the trouble of flying, putting flares, blowing **** up, and get out, when you can just click to place a carpet bomb on something. I like the artillery idea if anything, but off map air support? I disagree.

Re: Artillery

Posted: 2008-12-13 22:08
by Zimmer
M_striker what I think the OP means is that on maps like Fools road it would be nice to have some sort of assist weapon more then just a JDAM/Artillery strike every hour would be kinda nice.. On maps with air assets these assist weapons are given to the players.

Re: Artillery

Posted: 2008-12-13 22:27
by AquaticPenguin
There certainly needs to be something for the commander to do which is more useful.. However I don't think that diverting more players to manually do the artillery is a good idea as it means we have less players on the battlefield getting stuck in. However if there was more that a squad leader could do to request from the commander that would be better.

5 minute artillerys and napalm and things isn't a great idea, I would say that was a step back from realism and closer to vBF2 artillery whoring. But something small but useful that the commanders can assist with.

Re: Artillery

Posted: 2008-12-13 22:42
by jbgeezer
Point taken, but PR is very far from vBF2 no matter what

Re: Artillery

Posted: 2008-12-14 02:57
by Cobhris
I like the idea of a variety of artillery strikes with varying strengths and frequencies. I also read on the BF2 Editor forums that an AI controlled airstrike is doable, so I think that any air-based area attacks should be delivered by an actual fighter-bomber aircraft that can be seen and shot down if the necessary AA is available. For example: US Army commander calls for JDAM. F-15E flies in from offmap and dumps JDAM on target. OR: MEC MiG-29 spots F-15E enroute to target. MiG engages and destroys F-15E, preventing it from dropping the JDAM.