Indirect Artillery Vehicle - PlanetSide Universe
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Old 2013-05-06, 11:01 AM   [Ignore Me] #16
Selerox
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Re: Indirect Artillery Vehicle


Originally Posted by Dougnifico View Post
I support indirect fire artillery with a couple stipulations.

1. Weak armor with no major defensive systems.
2. Very inaccurate/unusable without a spotter and requires adjusting with one.
3. Shells must have a visible trail and a sound indicator that they are coming down. The sound would be louder the closer you are to the impact area.
4. Long deploy time.
5. Automatic radar signature while firing.
I'd also add:

6. Each piece must be team operated.
7. Each person in the team has to do their part in turn before the piece can fire.
8. Each operation must take a certain amount of time and must be interruptible (like overloading a generator). If a step is interrupted, it only affects that step, not the whole process.
9. Add a skill tree to allow for certing into a "Gunnery" skill to allow for these operations to be faster.

Something like:

Spotter > Gunner (aim) > Loader 1 > Loader 2 > Gunner (fire)

Artillery should be something that requires a team effort and a logistical consideration to use.

It must not by a vehicle that can be operated by a lone gunner (even with the addition of a spotter).
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