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Artillery Forward Observers in TOW3!


Vinnart

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ARTILLERY FORWARD OBSRVER CONCEPT:

I have read in other post of wanting this unit being added to make the use of artillery more intricate as it is in Combat Mission games. I am a designer/creator by profession, so when I see a design I like, and that I feel I can improve I get the same creative buzz as painting. Many of the ideas I have been posting on here are not ideas I have just thought of, but have been working on for years ever since playing a ww2 RTS called Sudden Strike almost 10 yrs back.

Here are my Artillery forward observer concepts I would like to share.

Assuming that the developers chose to use the GUI I have presented at my thread :http://www.battlefront.com/community/showthread.php?t=93719

Using that command model a NEW subcommand would be included in the game called “FIRE MISSION” command. This command would most logically fall under the GROUND FIRE command tab along with SMOKE. Basically what this command does is allow a forward observer to simulate spotting for artillery. When the command is selected a target reference point (TRP) in the form of a resizable ring is place on the map where the spotter has line of sight. Ring creation would be similar to how CMSF has it. The ring would change colr to show radius is in line of sght. Once the ring is placed one must click the off map artillery icon within the ring to get the affirmative prompt “ Fire mission”. The time on target, and accuracy of incoming rounds are related to the quality of the spotter. Not using a TRP in conjunction with artillery should result in VERY inaccurate fire. The player must use TRP with arty for BEST results. Once the affirmative prompt is heard a timer appears below resource icon on GUI showing count down time to rounds impact (shown in screen pic). I think Combat Mission is the game to look at for a more intricate artillery spotting system. This command would only be available to Artillery Observers, and to leaders. Taking it a step further this command could, and should be used for spotting on map indirect artilleries as well as off map. Much how officers spotted for the mortars in CMx1.

The AFO is the specialist, so lets say his TRP marks are the best. For example, perhaps time for off map to impact is 30 seconds, and for Non-arty specialist leader the time on target would be something like 1 minute. Too long of a time like 3 to 5 min for time on target would be no good IMO. A speeding time abstraction such how speeding buddy aid in CMSF could play best to keep tempo going. All depends on rank, skill, and expertise for results.

FOR ON MAP ARTILLERY:

I like how CMx1 had it where artillery fires on its own only if the gun sees the target for itself. In an indirect role using TRP it would work like this: You can ground fire anywhere on the map that is not seen, but expect VERY poor accuracy no matter how good crew. When being used with a TRP the accuracy will be determined by the quality of the crew + the quality of the spotter. Once the TRP is placed the player can select ground fire order for suppression, or attack to concentrate arty on specific target. The better the combo spotter + gun crew the fewer rounds to hit specific target. May get it first shot may take several spotting rounds.

These are some other possibilities. Another way would be stricter, and in line with CMx1 where AFO is only unit that can spot for off map arty, and leaders (NCO and officers) are the only units that can spot for on map arty.

There you have it. A more intricate artillery system that mirrors real life, but simulated for a playable game. This will bring some of the great features from CM series into this other great title. I think the market that this game is targeted to would want this over a more simplistic approach the game currently uses. Programming wise the TRP ring I would think creates a condition to program around.

TRP SET:

TRP1copy.jpg

TRP EXECUTE:

TRP2copy.jpg

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@Liquidcactus, We probably were on the same side, or against each other back in the day for some games as I was active on the multiplayer circuit. My call sign was "Vinman". Yes, it was a lot of fun, and a big community. It amazes me how I learned how to control all that chaos with its scale, and so many units. It is a shame that the technology, and PC specs for TOW2 weren't around back then as I am sure this game would have grabbed much of that market. There is much to be learned from Sudden Strike series in relation to TOW series I feel. Mainly in regard to some of its better command and control in some aspects. I didn’t think Sudden Strike 3’s was all that bad, but not what I expected in that it didn’t utilize it’s switch to 3d to its full potential. The LOS, and terrain still had a 2d feel. I saw so much potential in the SS3 engine from what I had experience in Combat Missions that I ended up writing a thread containing a fictitious manual for a version of the game I would make if I could buy their engine. Ironically some of those concepts are in TOW2. Some of the concepts such as this AFO concept I am presenting are not, but I hope the developers at least see these post, and perhaps consider them. I base my concepts from my experience from the best features of games I have played, and what has been proven to work.

The artillery in Sudden Strike was done ridiculously gamey in rate of fire, and accuracy. This was an aspect that became way too dominant, and a bit annoying in it’s overly simplistic approach. TOW’s arty although more realistic, feels more like SS arty as a opposed to a more Combat Mission feel in sophistication. I think moving toward something like I am describing is a step in the right the direction.

Ultimately what killed the Sudden Strike series was the third installments switch to a system for MP support that didn’t work well. I could never find any games. That is one reason why 1&2 did so well. Gamespy worked better for networking. Now there are some leads for you Battlefront. Gamespy has lists of all the people who played Sudden Strike. Perhaps get email addresses, and email those former players about TOW2. Those players would dig TOW2, and may not even know about battlefront.

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