Greetings all,
Modern smoke rounds (in use today by all countries armies) come in 5 usable launch types.
1. Hand thrown, smoke pot set or hand weapon tube launched, may not be applicable to this game.
2. Mortar launched, may be applicable.
3. Vehicle launched, "Self defence screen" and "Direct Fired" types, applicable.
4. Artillery launched, applicable.
5. Aircraft or missile launched, applicable.
The specific smoke types are:
1. "standard" smoke (HCL type)- cover from view, can be seen through with thermal.
2. "Coloured" or indicating smoke - target marking, seen through with thermal.
3. "White phosphorous" smoke - set burnable items on fire.
4. "Multispectral" smoke - cannot be seen through with any vision system. (late 1980's era)
Now that the technical stuff is out of the way we come to the game engine issues when implementing smoke on a large scale, and having transparency within the cloud. Smoke on a game engine is taxing to say the least, so caution should be used when wanting layers of cover smoke that must be at least twice as high as the tallest mech or higher. The Cry engine is fully capable of rendering excellent smoke in true to life visuals with reduction in quality at distance. And scalable from the clients side. (although you may not want that as some players might just turn it off)
I have been in and used military grade simulators that render smoke from numerous weapon sources, some do it really well other not so much. Game engine and coding will dictate how many resources will be required to give the effect you are looking for. (as I stated Cry engine can do wonders with smoke effects)
If the Dev.'s are looking at bringing it into the available load outs of some systems, they will first need to enable multi warhead types of ammo. Direct fired smoke must be set or programed for specific distances, this can be done simply by selecting the type, "smoke", select the spot on the ground where you want it to be effective, the tube elevates to launch to that distance(you don't see that happen), and fire the round/rounds. This could be done with Cannon or LRM rounds, if you loaded at least a ton of smoke specific ammo type.(maybe 1/2 tons for only smoke?)
Tactically smoke can be used to provide cover from view, cover during movement, or to fool the enemy into thinking you are moving somewhere you are not. So employing smoke is normally a higher formation call, (except defensive) and a plan is required to employ it correctly.
I like the idea of in game smoke being available, and having your missile mech launch a smoke cover just in front of the enemy would be very nice. They step through the smoke and "say-goodbye to them".
Later,
9erRed
Edited by 9erRed, 11 July 2013 - 08:37 AM.