Originally Posted by Dougnifico
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.
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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).