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Brainstorming SPG Ideas

Дата: 07.09.2010 03:07:02
MrVic: Just as a warning this thread is heavily moderated and any posts that deviate from the goal might be removed without warning or explanation...Post at your own risk! (Qs the creepy horror music)
I figure with some review of SPG's in the works, I wanted to see if we could provide alternate ideas for the way SPGs work now.
Also this thread is not a discussion on the damage or stats ect of the SPG's its purely for collecting ideas on ways to improve the function of them
This is thread is not a Debate thread (So do not try)
Lets see what kinda of ideas we can come up with, the simpler to implement the better, I would think :)
Below are some examples I thought of personally.
These are just examples, If you were to design how artillery "works" What ideas do you have?
Posted Image
Note the size of the area to be adjusted they are not to scale
The basics of this.
1) SPG's get to fire more rounds and thus adding more fun time active instead of reloading as a spectator.
2) SPG's Fall into a more realistic way of fighting. More of a bombardment then a Laser guided bomb.
3) SPG's Can get lucky and hit the target with the first shell or any after that. As you fire more shells your accuracy improves simulating your gun ranging in as was the norm until the modern day.
4) SPG's Rate of fire increased. This allows them to fire more and range in faster on their target while its still in the area/visable.
5) SPG's Need to carry more ammo so support firing more rounds per match. 1 SPG is in essence acting as a real WW2 small battery of artillery would.
6) SPG's Targets would actually be threatened from the first shot even killed. but more so this would force them to make a choice. Stay and fight it out (staying more accurate) or make a break for it. (exposing themselves and/or reducing their combat effectiveness in accuracy due to moving) If their foolish enough to stay or move really slow the artillery will range in on them and deal massive damage if they were lucky not to be hit in the first few shells directly.
7) This would enable adding tons to the "feel" of the game. shells going off all around 2-4 SPG's working to make a wall of shelling deterring tanks from moving through an area!
8) SPG's direct fire accuracy would have to be lowered considerably that or somehow limit fast reloading to only indirect. Otherwise they would become the ultimate Tank destroyer
Option: You could replace the large area you are targeting with any where within that vehicles "cone" of fire. So anywhere in the guns traverse arc. And you would only lose your ranging in accuracy if your SPG has to track traverse to bring it within its arc. This currently causes your aim to "unfocus" in game right now anyway
Another Idea:
Posted Image

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