Player operated artillery

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Player operated artillery

Post by Feriluce »

I couldnt find this suggestion anywhere else, so here it is.

With PR obviously focusing on larger maps, wouldnt it be an idea to have player manned artillery vehicles ingame? (Something similar to this vehicle: PzH 2000 - Wikipedia, the free encyclopedia).
This would add kinda a new dimension to PR with the ability of very long range fire support, but it would still be on the map and destroyable. These kinda weapons should have a very long range (maybe up to 3-4 km), but should of course also have some downsides. These downsides could include a very long rearming time along with a long respawn or maybe even no respawn at all, meaning they would be high value assets that would need to be protected while the enemy would strive to take them out.
This high value should also show in the amount of tickets lost for each one, maybe 15 or even 20 tickets.
They should take a crew of 2 (driver and gunner, the driver taking a position as some kinda spotter when stationary and firing. When mobile the gun should be locked and unuseable to prevent these vehicles being used as tanks.
When it comes to ammunition they should be able to fire conventional explosive rounds, but also be able to lay down smoke screens for friendly units from afar.

I'm not sure how the aiming/targeting system would work, but this is just a wild idea im throwing out there, so if anyone have a solution to that feel free to post it.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Player operated artillery

Post by ReadMenace »

The *** List wrote:Weapons - Artillery/ Manual
;)

-REad
Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: Player operated artillery

Post by Feriluce »

I should probably have looked better then. I dont see a link however, and my search turned up nothing. Also I like my suggestion >:

(PS. Yes i've been watching FutureWeapons)
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: Player operated artillery

Post by waldo_ii »

I should have known this would be the work of mil-porn.

Mil-porn = FAIL. Especially Future Weapons. Horrible.
|TGXV| Waldo_II

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Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: Player operated artillery

Post by Feriluce »

waldo_ii wrote:I should have known this would be the work of mil-porn.

Mil-porn = FAIL. Especially Future Weapons. Horrible.
Hey...arent we all allowed to watch some brainless entertainment now and again? :p
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: Player operated artillery

Post by Killer2354 »

actually, FH2 has player-operated artillery. on smaller maps, it's mortars. on larger, it's howitzer. the way the target system works is that there is a spotter, he "clicks" 'Need Arty Support', the thing at the bottom of screen for the arty manner gets a thing where you line up to 0/0, he right clicks to view the area where it was asked, and if approved, fires.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Player operated artillery

Post by Hitman.2.5 »

Yeah for limiting the arty give it a 1.5 Km range and when you fire it pops off 5-10 rounds then you have to go back to base to re-arm.

Or just dont have Player arty as it will take another two people of the ground say on kashan.
Derpist
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Player operated artillery

Post by Smegburt_funkledink »

Where's Tirak? :lol:
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: Player operated artillery

Post by Feriluce »

Hitman.2.5 wrote:Yeah for limiting the arty give it a 1.5 Km range and when you fire it pops off 5-10 rounds then you have to go back to base to re-arm.

Or just dont have Player arty as it will take another two people of the ground say on kashan.

Thats one of the reasons for player operated artillery. Its able to be more powerful/frequent than the commander area attacks, because:

1. Its on the battlefield, so it can be destroyed causing a loss in tickets and firesupport

2. The oposite side of your point. You need to take 2 players away from the rest of the battle, but because of that it can be more powerful that if it didnt require any players commited to it.

I dont like your estimate on range and capacity though. A tank can kinda easily fire 1.5 km, be useful at closer ranges too, and would cost less tickets so there would be no reason to actually use the artillery. For it to be useful and worth the ticket loss it should be able to fire at least 2-3 km and probably have a capacity of around 15-20 of each type of round.
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Player operated artillery

Post by Thermis »

Resuggest, we've talked this to death. And its supper unrealistic. Scale of Arty IRL is way to big to be put in game.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Player operated artillery

Post by Dev1200 »

A good system would be that the artillery be able to lock onto a target VIA lase, but would be able to see the laser target through terrain. Have the gunner's view be somewhat like an attack helicopter's.


For example, Kashan desert.

Artillery is stationed at North Village, pointing west. A squad leader or sniper climbs up the mountain and puts down a laser target on a bunker. The gunner of the artillery targets the lase, takes about 6-10 seconds to achieve a lock, and fires. The shot won't be accurate, but it will hit around the marker. Depending on the Rate of Fire, have it set where faster shots are inaccurate, but slower shots are more accurate (somewhat set like the sniper rifle) Set a minimum distance (~400m?) and a maximum distance (~2500m?) so it's not used as a BLOS Cannon (beyond line of sight).
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Player operated artillery

Post by Eddie Baker »

Resuggestion. Please use search and the Already Suggested Suggestions sticky thread in the future. :)
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