Artillery/air support
Posted: 2008-12-13 11:50
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
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
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
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