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New Mechanic For Artillery & Airstrikes


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#1 Fireeagle

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Posted 19 May 2015 - 02:50 AM

well to be honestly these smoke things feel like out of date technology (even today a scout uses Lasermarkers to give airstrike targets).
My suggestion: remove smokebombs and make it work only together with a targeting laser.

#2 Twilight Fenrir

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Posted 19 May 2015 - 04:41 AM

The smoke is unrealistic for an artillery bombardment especially... Artillery is miles, and miles away.

But, this is less about realism and more about gameplay. The smoke gives the opposing team a few seconds to get the hell out of the way, or completely stop to minimize damage.

Lazing WOULD make you be exposed longer to call in a strike, which could be perceived as good, or ba, dependong on your viewpoint.... Personally, I like them the way they are.

#3 Fireeagle

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Posted 19 May 2015 - 01:52 PM

well you could make the tag laser visual and maybe reduce the damage an artillery strike does make but not as easy to evade as it is atm...

#4 Juodas Varnas

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Posted 19 May 2015 - 08:29 PM

I'd say, just remove them entirely. They don't bring anything good for gameplay into the game.

#5 Twilight Fenrir

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Posted 20 May 2015 - 05:31 AM

View PostFireeagle, on 19 May 2015 - 01:52 PM, said:

well you could make the tag laser visual and maybe reduce the damage an artillery strike does make but not as easy to evade as it is atm...

I... Think we're thinking about this mechanic in different ways... The lasing of the target would, theoretically, have just as much delay as the smoke. So you'd have to stand there wide open to the, presumably, large group of enemies you're trying to damage.... Why would increasing the difficulty of using it require less powerful strikes? They're already fairly weak, unless you strip all your heasld armor off.

View PostJuodas Varnas, on 19 May 2015 - 08:29 PM, said:

I'd say, just remove them entirely. They don't bring anything good for gameplay into the game.

And I'd disagree whole-heartedly. They are a strategic weapon. And they add a great deal to the gameplay, even though each one in itself is largely negligible...

#6 9erRed

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Posted 20 May 2015 - 04:47 PM

Greetings all,

This subject has been discussed many times before,
- both positive elements have been raised as well as negative aspects of its global use.

The deployment of a spot indicating smoke marker for either's use is directly PGI's doing. It's only for gameplay use for the Enemy to allow there visual id of some form of counter fire directed at the location spot, and allow them some seconds of time to attempt to leave that location. Friendlies, still, do not get any warning of these elements deployment either on the mini map or large tactical map. (there is a HUD indicator of a cool-down timer before the next use, but nothing showing where the last strike was deployed.)

It has been shown that arty and air strikes are a tactical element that has followed all militaries for many decades, centuries in this case, and used to great effect numerous times. BattleTech is no different in it's use or deployment of these elements.

An aside:
- With every 'Mech capable of 'purchasing and using' these resources it can get to the point of 'spam' in some battles.
(PGI could have curtailed this at the start with 'requiring' some form of Command element being the only unit type that could 'call and deploy' the assets. But PGI would have lost some of that micro transaction element resource.)

It's being suggested now that the Canon and Lore communications C1 and C3 systems be implemented, both as a method to reduce the spam of multi strikes in succession and reducing the users who could and can call for these types of strikes.
- This is not an easy process for PGI to 'just turn on' and requires a complete rebuild of many aspects of gameplay we enjoy now.
- From global C3 comms for everyone to shared Enemy details and targeting, and not how the 'Mech's systems operated, either in tabletop or Tech manuals. But could lead PGI into a closer 'Role' warfare aspect they have wanted for a very long time.

Back on topic:
The use of a smoke round to indicate inbound strikes does work for both sides currently, no other code or game mechanics required. But it could be 'enhanced' to suite the current timeline and actually use the systems these BattleMechs have on board now.

- As a suggestion; Use the same method we have now to target a strike, but replace the physical smoke with a HUD and map indicated image of the strike location. Say a small 3D rotating circle seen only in the HUD and map as the 'strike zone'. (many other game do something similar) The game code already knows exactly where the arty or air strike will land and what size/direction it will cover, it's already calculated when the shot is initiated, we just need a new 'graphic' for it location. Possibly blue for friendly and red for Enemy.
- Please don't give me that 'You shouldn't see it coming' argument. In this timeline we have orbiting elements, combat ships in high orbit, aerial sensors, aerospace and ground support units. All closely watching the events of 'Mechs battling it out, and fully capable of tracking Arty rounds and Air units as they approach the Battle area. Betty should be warning you of all airborne targets and munitions from many Km's away.
(IRL, right now, it takes seconds to track mortars and arty back to there firing location and about 60 sec.'s for counter battery fire to start.)
- For Arty in BattleTech these guns are Km's away, so lots of time to track the rounds.
- For Aerospace elements BattleTech has dedicated AA 'Mech's just for engaging these, Yes JagerMech I'm looking at you. (but PGI has yet to find a working method to track and engage these currently Indestructible elements)

At the time that PGI introduced the Arty and Airstrike assets, this was a simple and quick solution that worked for all. (smoke round) But it seriously needs an update to bring it in line with the tech and 'believability', emersion, of BattleTech with the current graphics capabilities of todays systems.

Just some thoughts,
9erRed

Edited by 9erRed, 20 May 2015 - 04:51 PM.


#7 Nothing Whatsoever

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Posted 20 May 2015 - 06:22 PM

TAG also has a good lore basis, and having special communications gear included in a 1 ton piece of equipment makes more sense, than simply having a really heavy laser designator.

Posted Image



So at the minimum having the use of strikes require mechs to at least carry TAG to do so. And what I'd like to see is creating a new Hardpoint that can be assigned like ECM or AMS and then apply it to mechs to make use of strikes (So, maybe limited to Lights and Mediums?).



And another way to add tonnage to consumable strikes could be to have Command Console as another means to fire off strikes for Heavy and Assault mechs that would not get a TAG hardpoint.


Posted Image

Edited by Praetor Knight, 20 May 2015 - 06:24 PM.






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