McGibsI was planning having a single fire-for-effect shot, followed by the barrage.
*me drools all over McGibs*
So, have you started coding for FH?
Nice concept. IMHO "credit for scouts" is pretty irrelevant--I like the idea of keeping player-controlled artillery in, but only if the player is required to somehow deploy it first--such as a mortar kit, tracked arty, towed arty if you put it in, whatever.
The commander-controlled arty with the fire-for-effect and initial bracketing shot spotting sounds fantastic.
i want 3 levels of arty heavy arty: commander bf2 type arty(ww2 style)this would be the long range type medium arty/AT: 88's,pak40's,2lbs,6lbs,etc.etc. light arty:(close support inf based) mortors, etc.
FuzzyBunnyNice concept. IMHO "credit for scouts" is pretty irrelevant
Agreed but not in a "kills shouldnt mean anything" kind of way, more of a "I dont want the enemy to know who to look for kind of way!"
KrautCommanderI'm not sure if it's possible to code arti like in Joint Operations. But it would also be a nice concept - you have a cicle on the map which shows the area where your shells will go down. Be moving the barrel left/right and up/down the circle moves on the map. If your target is in greater distance, the impact area circle grows. So you can guess where your shells will go down, but it's not possible to shoot on an exact point with indirect fire.
[COLOR=black]Yep, good suggestion mate, you got to it before me. I don't know what you got, but I got Typhoon Rising and I noticed this occurred with the mortar, for some reason though; I distinctively remember a yellow and a red circle…. Anyways as some bloke said above about scouts calling out coordinates, perhaps the target could show up on the minimap (as a red circle) or even the coordinate square could illuminate intermittently (That is if the minimap is/will be divided into squared coordinates) and thus the targeting circle (yellow or something else) could be aimed, via the minimap, over the scouted coordinate.[/COLOR] [COLOR=black] [/COLOR] [COLOR=black]I do think their should be both commander artillery, which does NOT have to be manned but can be destroyed and repaired, and it fires a longer barrage with greater intensity but has greater reload time (a fair bit more) and is more inaccurate. Then there should be elements of player manned artillery, which is less powerful, and doesn’t fire in such an intense barrage, but is more accurate and if you included a gunner and reloaders position, the presence of a reloader should substantially decrease loading time. The unique scenarios should individually reflect the number of batteries, the amount of artillery, it’s position and the amount of ammunition.[/COLOR]
is there any possiblty to have the commander controled arty off the map so 1.you dont have to see guns movin with no crews 2 usally the heavy arty would usally be away from the fighting 3 And also on maps like beach assults to simulate gun fire from naval ships
1. I think that it might be possible, maybe with animated bots. 2. And isn't it in Bf2 now. Or you mean in place wich you can't reach? Then there might be four possibilitys. First by haveing it coded that commander can call arty strikes from not existing arty. Second be placeing it in out of bound area. Or by placeing it in Bf2 new area outside of map wich is not the copy of the playable map. as now it's rather hard to set anything on ground beyond map wich you can't see. Finally map can use only part of the terrain by generateing surface maps for smaller part that maximum size. Then you see that terrain and can modifie it in any way you want.
pvt. Allen 2. you mean in place wich you can't reach?
yeah I ment a place you cant reach it cause it is very unlike that in WWII alone infantry would walk behind enemy lines in the middle of battle to destroy a gun
Mcgibs I like yr artillery idea! could u make it so they overheat and long reloads? Idea, hav it so only mechanics can reload commander artillery as well a fix them? just a thought
just place the arty outside the combat zone... far away. simple solution to "you don't need to see unmanned artillerys moving"