Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 10:04 am
All times are UTC + 0
Direct Fire vs. Indirect Fire
Moderators: Global Moderators, Offtopic Moderators
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 28, 2008 5:25 pm    Post subject:  Direct Fire vs. Indirect Fire
Subject description: A debate on gameplay, coolness factor, and what it means for artillery types
Reply with quote  Mark this post and the followings unread

Here's a question for all of you in the field of modding and game design in general.

If you were to make a rocket artillery such as the BM-21 of old, how would you approach it's attack?

Would it scatter its shots in an area around the target? Or be relatively precise?

Which form would be cooler?

Which form plays better?

Which form has more realism factor?

Answer this as if you were designing the unit.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know this situation well, the Soviet MV artillery is a katyusha.
Realism is a scatter shot arcing=true non-homing projectile with a flakscatter.

However for gameplay this doesn't work too well. It looks good as it blankets the circle in flame but when infantry emerge unscathed you know it's crap...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Fri Nov 28, 2008 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

For what game?
In C&C3 I'd be inclined to make it be quite accurate but not with tracking rockets (ie it's going to miss moving targets generally) and have a unit ability so it can fire an area-effect barrage.

In RA2 I'd give it an inaccurate weapon for firing on units but an accurate one for firing on structures.

_________________

Back to top
View user's profile Send private message Visit poster's website
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 28, 2008 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Artillery should never be able to hit moving targets. Artillery should never be in a position when they can hinder the movement of an advancing army, rather they should rain down upon stationary armies and buildings. When the projectiles spread, it causes more area of damage, is more realistic, and is more satisfying.

Take the artillery of red alert 3, the v4, the athena, and the waveforce. The only respectable one is the v4. The other two are major annoyances; both hit moving targets, are extemely accurate, and excelent at prevent an oncoming army from appoaching. They are turtle's weapons, an artillery should be the turtleshell breaker.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amen, I really have got to get round to putting mobilefire=no in the howitzer...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Nov 28, 2008 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
Take the artillery of red alert 3, the v4, the athena, and the waveforce. The only respectable one is the v4. The other two are major annoyances; both hit moving targets, are extemely accurate, and excelent at prevent an oncoming army from appoaching. They are turtle's weapons, an artillery should be the turtleshell breaker.


If you would pay attention to the units, you would see that the V4 got a rocket, and the Athena Cannon and Waveforce uses laser weapons. Laser weapons are extremly accurate, and missiles are not. Think before you post.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Think before you criticise gameplay balance foolishness in favour of unit design. How hard would it have been to have put some lag on the athena cannon's beam, or slowed the turret rotation and added a fire delay to the wave-force???

Think before you post.

And this is about artillery not RA3

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Nov 28, 2008 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
How hard would it have been to have put some lag on the athena cannon's beam, or slowed the turret rotation and added a fire delay to the wave-force???

RA3 Is a "All Shoots Hit" Game, and the Waveforce already have a long recharge time...

Lt Albrecht wrote:
And this is about artillery not RA3

Read DaFools post

Lt Albrecht wrote:
Think before you post

I did, and that was the only way to explain to DaFool

And i agree with DaFool, artillery shouldn´t be able to hit moving targets, unless its some sort of energy weapon...

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is retarded, end of story. Any excuse could be made to hamper their ability to hit moving targets. were there? no. Therefore we can surmise RA3's devs didn't grasp one of the fundamentals of post-mechanisation warfare. Artillery can't hit moving targets! Therefore wave-force artilleries and athena cannons can be defined as "retarded" as they are not up to date and are "late" in the realisation.

Retarded actually means slowed down #Tongue

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Fri Nov 28, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

another topic that goes offtopic and ra3 bashing begins...

Ontopic: i would make it inaccurate when firing on units and accurate when firing on buildings. like Daz said

_________________

Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard

Back to top
View user's profile Send private message Send e-mail Yahoo Messenger Account AIM Address
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Nov 28, 2008 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is huge differences between te artillery types. BM-type artillery is used to destroy enemy infantry and support forces. The normal artillery is used for destruction of fortification and armored forces.

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

not really, BM21s supply a higher volume of fire, thy are used in the same way (mask attacks by shelling positions, prevent movement of enemy reserves, harass enemy attacks and bust strongpoints).

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 28, 2008 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

it doesn't matter if they have a laser or not, it's the gameplay that matters. Artillery is a specific nieche in a game. They should fit into that role and not go beyond it, lest you get unsatisfying gameplay.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

And now I hear this it is one more factor against giving money to EA for it and one more factor for lawbreaking if I do get it.

And Artillery is a niche position, most mods have an "artillery", a long ranged weapon with large effect and a lag time between target selection and impact.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Nov 28, 2008 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, it can be used as a suppressive weapon.

What better way to stop an advancing army than by literally hundreds of high explosive rockets raining down from the sky?

At least in the realism sense. I mean, it worked to a degree in the Second World War (Soviet front).

I've tried both forms for the weapon, and I am beginning to side with some of ya guys who say Inaccurate weapon.

The scatter effect is just fairly cool and realistic. Especially since the rockets deal splash damage and lots of em are shot. (Burst=8 in this case)

By the way, my focus is on RA2/YR. Unless somewhere along the line it dawns on me in code terms how to make my own engine or I find RA3 a superior mod platform. Depends really.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had mine scatter 15 in a 2 cell spread area, I migh need to tone it down and fiddle around with it's stats etc. I'll mess around with it and get back to ya on it.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 28, 2008 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

not only think about when you use it, but also think about when it is being used against you. You want it to be able to be defeated, and being able to defeat it in multiple ways. There's nothing worse then sending in your huge armies and watching them get decimated.

In terms of realism, heavy artillery is the ultimate weapon in terms of damage, however, unline in cnc, you don't always know where the enemy is, and he can be hiding in a ditch w/e. In real life you have a vague idea where he is, so you fire in that general direction. You're not going to be hitting individual conscripts from halfway across the map.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 28, 2008 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, But in C&C ranges are scaled by about 5 times down, and damage is scaled accordingly, IRL a V3 style rocket could hit scotland from norway. And anyways, it is the modder's job to balance the units and a weapon like superheavy artillery will be penalised by cost, vulnerability and ROF.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Nov 29, 2008 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd vote for an slow, high cellspread artillery weapon. It should shoot up like the tiberian sun artillery, but not be so accurate against moving targets.

It would do better against still targets as it would hit right on, causes major damage (kill the turtlers!)

It would be less effective on moving targets, but still damage them some (hence the high cellspread). The slower the target, the higher the damage, but even the slowest vehicle still doesn't get direct hit, just a close one (maybe half damage).

Just my thought Smile

Back to top
View user's profile Send private message
Jon Fox
Cyborg Engineer


Joined: 05 Mar 2008
Location: The 45th Parallel.

PostPosted: Sun Jan 11, 2009 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Artillery should have an INCREDIBLY low chance of hitting something small and immobile (like 15%), no possibility of hitting something small and mobile, and a high chance of hitting large things (Like buildings). Be it a Katyusha style rocket launcher, a Juggernaught, or classic field guns.

Back to top
View user's profile Send private message
DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Jan 11, 2009 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree with everyone, even Kirby, back in the day(s), of November.... awesome, like.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2604s ][ Queries: 11 (0.0099s) ][ Debug on ]