Vyzion Eyri
The Southern Legion The Umbra Combine
1965
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Posted - 2013.11.11 09:12:00 -
[1] - Quote
This is an intriguing idea; I can see a 'commander' role being very important if there needs to be guidance of artillery. Right now it's just "vehicles go here, do this, if you finish, assist infantry." and for infantry, it's just "kill everything in sight that isn't blue". Artillery can add a whole new dimension to this, especially since in PC and soon FW, we will have to take into account Friendly Fire.
One problem: what if a commander sets artillery to simply fire on a point continuously after it has been captured by friendly forces, preventing enemies from hacking it? Currently, there is no mechanic short of disabling or destroying the artillery from preventing this tactic from being exploited.
HOWEVER, there has been much talk about 'shield bubbles', and I am positive these will come before artillery. Actually I believe artillery will own a whole expansion to themselves, probably (hopefully) a year or two down the track. So assuming shield bubbles are designed to withstand orbitals, there's no worry here anymore.
Anyway, recon by the FO is where my interest lies, to be honest. There is simply so much potential for amazing feats of teamwork and strategy in the relationship between the FO and the artillery gunner.
How should it paint targets? I think it should be a two-stage thing.
Firstly, you need a marker grenade, which is skilled into along with flux grenades (rename the skill Electronic Grenade Operation or something). Once the grenade is thrown, it 'sticks' to the first unmoving non-player surface it encounters. So if it hits a vehicle or infantry unit it slides off and hits the ground beside them. These have a tiny profile and will not register on minimaps. The only indication it is there is visual, or a hit indicator if it is thrown and hits you.
The second stage of the painting process involves a laser pointer. This is an equipment piece that falls under the same tree as Active Scanners, as the OP suggests. Using this pointer, the FO must 'activate' the dormant marker grenade, and only once this is down will the artillery recieve the coordinates for their strike (how this works for the artillery I do not really know).
This double-confirmation process ensures a failed grenade throw or a throw into a position that is then taken over by friendly forces doesn't result in mistaken fire by artillery to destroy friendly forces.
These marker grenades should have a low nanite cluster cost to replenish, and you should load in with a good deal of them, perhaps 30 or so. They should replenish at about 10 per nanohive/supply depot cycle.
Marker grenades can be destroyed by:
1) enemies who spot it and shoot it 2) the first strike of artillery by any artillery choosing to fire onto the marker 3) the FO him/herself by directing the laser on it after activation. 3) the FO him/herself by throwing out another marker grenade.
This means only one marker grenade may be deployed per FO. This prevents TOO much confusion for artillery, because I envisage FOs to be a squad thing anyway, and I doubt random blueberries will deem in necessary to trust their grenade slots to artillery.
"..things that some people frankly don't even get the chance to do in real life, because it's poorly designed."
-Veigar
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