Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Hamma crossing, next 20 threads
Forums | Chat | News | Contact Us | Register | PSU Social |
2004-06-06, 12:36 AM | [Ignore Me] #121 | ||
First Sergeant
|
I think your ideas rock man, I'm very impressed. Unfourtunately from what I've seen of the player body, most of your creative genius would be under-used. I can't imagine any but the most 1337 outfits and squads making effective use of this type of gaming. Everyone has the capability to do it, but virtually no group would make it work. I shudder at the thought of my outfit trying to make a successful firebase.
__________________
[Damn now my sig is too big. #%)!] |
||
|
2004-06-06, 02:42 AM | [Ignore Me] #122 | |||
The leaders on the scene have many options and tactics to choose from to employ against a static enemy position. Orbital Strikes Artillery fire Lib bombing Infiltrator sabotage Air strafing Flanking attacks by armor and supporting troops (even if the firebase has the manpower to watch all 360 degrees of apporach) Hit-and-run strikes Now add to that spec ops against gens to nullify vehicle production at the base, the supply issues associated with Urban Areas, and the enemy's desire to protect territory to increase their Empire tech level. Population limits would discourage such a waste of manpower on a static position except in extreme cases, such as defending a choke-point, and even that can be bypassed territorially speaking. However, I wonder. Just what kind of firebase are we talking about? What I mean is, in your scenerio, what was the outfit-leader's purpose for creating the firebase in the first place? Since it can't move and you need a lot of manpower to defend one, in your mind what was the purpose of it? Is it defending the approaches to a base? Is it blocking a road or bridge? Is it an artillery base? Is it an airbase? Is it a supply base? |
||||
|
2004-06-06, 02:57 AM | [Ignore Me] #123 | |||
|
||||
|
2004-06-08, 10:14 AM | [Ignore Me] #125 | |||
Colonel
|
|
|||
|
2004-06-08, 12:04 PM | [Ignore Me] #126 | |||
a fire base woiuld be very cool to have and it would give defenders a much bigger chance. Maybee even allowing them to go back and turnthe tides, something that is rarley ever seen
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2004-06-08 at 12:06 PM. |
||||
|
2004-06-08, 02:13 PM | [Ignore Me] #127 | |||
Major General
|
__________________
<Doop> |
|||
|
2004-06-08, 02:24 PM | [Ignore Me] #128 | |||
Colonel
|
|
|||
|
2004-06-08, 02:29 PM | [Ignore Me] #129 | |||
Are you using the Flail for your example (high damage, high splash, insane range)? Even two outfits coordinating fire with Flails can create a triangle that is practically 'invulnerable,' correct? Except that we know there are many many ways to take out Flails (which would be the strongest form of artillery in the game), so why would emplacements suddenly pose a problem if they have less range and damage and suffer more mobility and placement restrictions? Let me explain. For one thing, emplacements and towed equipment can't be deployed on roads, bridges, within a base's walls, or in front of doors, or they deconstruct. Second, a few weeks ago I stipulated that the heavy weapons emplacements (artillery, AA, AV, etc) had to be created by the CE vehicle, which can only be procured from a base. Third, to be effective, an artillery firebase would need at least 3 artillery pieces with open lanes of fire to their target (no trees, towers, or mountains in the way). Then, because the artillery is so vulnerable to everything else you'd need various other AV and AI emplacements, vehicles or, at the very least, some foot troops to defend them. Also there's the artillery range to consider. We're not talking the Flail here. Emplacement artillery range is a lot less, maybe 350-450m. Towed equpiment artillery is slightly better. The biggest towed artillery, 155mm, has the best range at 2/3 Flail range, but it has a slow fire, slow reload. Towed equipment also has far far less armor than a Flail or even an emplacement for that matter. Also, there's the camp's placement. You mention a killzone within a triangle with a second firebase and a facility, but that's looking inward, what about protection of the triangle points themselves. How many troops do you have watching their back. How many are warding off liberators in the skies above? How many are patrolling the perimeter for infiltrators armed with Orbital Strikes or explosives? Military history is repleat with such scenarios. A force doesn't walk into a kill zone, you destroy it from the outside in. The mobile attacking force has the ability to strike heavily with less manpower and in more places at once than the static firebases require to defend themselves. The firebases would need to cover their heads and rear against these attacks I mentioned before: Orbital Strikes Counter Artillery fire (either from scattered locations or from a single firebase beyond the range of the second enemy base and facility) Lib bombing Infiltrator sabotage Air strafing Flanking attacks by armor and supporting troops (even if the firebase has the manpower to watch all 360 degrees of apporach) Hit-and-run strikes Rear Base Spec Ops to deny heavy vehicle protection Urban Area Isolation to deny heavy equipment procurement Even with all the checks and balances above, Cheryshen itself would be the most difficult to find suitable areas to put down a firebase. So I'm not worried at all about areas becoming invulnerable, because they simply can't be. |
||||
|
2004-06-08, 02:50 PM | [Ignore Me] #130 | |||||
Here's the link to the thread where it turns to emplacement: http://psforums.station.sony.com/ps/...d=15054&page=3 It starts there and then goes full steam ahead with a lot of writing and debating. Feckin was also playing devil's advocate but, admitedly, in the interest of lobbying his own ideas on the concept...which weren't bad, but some didn't fit with my design. It was fun and kinda felt like a game of chess. I'll post a bit of what I said here, as far as equipment details:
|
||||||
|
2004-06-08, 03:12 PM | [Ignore Me] #131 | ||
Major General
|
For whatever reason, the field engineer emplacements don't interest me so much, probably because I'm a support player, so I'll ask about the standard combat engineer ones.
How does supply with the supply post building work? Zone of Influence based? What's the difference between a HQ and comm post? What added command abilities would commanders get at a comm post or HQ? (assume the game is using both the ZOI and Task Force systems here). Could you get medical equipment from a medical post? Also, I think a "tank bunker" style emplacement for Combat engineers would be cool, empowering vehicles in a stationary defensive roll. Oh, and BTW, I must stress my support for Combat engineer-deployable "primitive" baracades like the tech-sandbags, slotted, and high walls. They would serve well for when you need to place cover between two emplacements on the edge of a firebase, but don't want to deploy one of the "lockbox" emplacements. I've also gotta say the more thought I put into it, the more I think there really needs to be a locking system for emplacements. If a well coordinated outfit set up a nice firebase, it would be a shame if a few uninformed empire regulars came over and started mucking with the camp. Finally... I think this system should get a tie in to the Task Force system. Maybe give individual divisions the power to advertise their base and it's theme (Artillary, Frontline/Anti-Infantry, Frontline/Anti-Armor, Frontline/AA, support, medical, ect) on the map.
__________________
<Doop> |
||
|
2004-06-08, 04:10 PM | [Ignore Me] #132 | |||||||||
So I have turned the supply post into a very large trunk. CE's can set a post up in the field and then players have to stock it with the desired equipment. They can do this with a fully supplied AMS nearby. If players are serious about longevity in the field, they'll carry as much ammo/supplies as they can, but set up various supply posts so they don't have to go all the way back to a base or tower if their AMS suddenly becomes cut off from the supply line.
The HQ post is a CUD structure that, when manned by a commander (there's space for 2), provides enhanced map and command abilities. It cuts down the time to do reveal friendlies or reveal enemies. It allows the placing of special icon-based waypoints. It extends broadcast and command chat range for lower CR (that is, if a ZOI is friendly, a CR1 could concievably reach all Task Force leaders in the whole Zone, whereas before he couldn't reach anyone except by /tells). The post also has space for 2 Comtechs who can provide respawn timer, HART timer, and enemy location info to the commanders or their units. Remember that chat (potentially bypassed with TS on a small scale) and vital map info, which can't be bypassed, can't reach troops in a zone that doesn't have a link back to a base or secure WG. So if a unit's ZOI gets cut off, they not only can't get heavy equipment through normal means, but they can't see the chats and location of their squad members, platoon members, unit leaders, LLUs, modules, "reveal friendlies", or friendly sensors and mines. This provides a psychological effect on troops who will either panic, attempt to flee, or respawn elsewhere when killed; or pull together and hold out for reinforcements or attempt an orderly withdraw. The Communications Post provides backup CR broadcast abilities in the event that the ZOI is snatched from under your Empire. It's range doesn't reach as wide as a whole zone, but enough to maintain contact between commanders and troops in the field. Towed communications towers provide the same service but with a much smaller radius, designed to fill in the gaps when in enemy territory. It is possible to maintain contact with a cut off ZOI if it has a Comm Post and a line of other posts or towers linking back to friendly territory. Infiltrators and pilots will do well to destroy these wherever they are found. The Comm post also has seating for 2 Comtechs for protection and to act as listening posts, trying to determine enemy leader locations, waypoints, or catch parts of their conversations over chat.
I've also considered providing revived troops with an option to revive right there where the adv medic is or be teleported on revive back at an aid station so they're out of harms way and can heal and restock equipment. This will provide more love for medics as players will be willing to wait so that a medic can 'get them the hell out of there' and not ruin their kill to death ratio.
It is also this type of information that enemy Comtechs will be looking for. If they spot an HQ or Communications post waypoint, they can direct infiltrators to assassinate the commanders or send bombers or an artillery barrage to take it out. Commanders can also use this to set up traps, by placing false waypoints ringed with waiting defenders. edit: or perhaps even place a bunch of waypoints on one front as a diversion while the real forces attack on a different front. Last edited by Hayoo; 2004-06-08 at 04:20 PM. |
||||||||||
|
2004-06-08, 04:31 PM | [Ignore Me] #133 | ||
Major General
|
Wow. I think we need to set a map detailing how to overtake SOE HQ and let you direct all this stuff to be put in. Creates supply lines and everything.
How about put in a equipment terminal at supply posts for as long as it is connected to the supply line. [Edit: Maybe even have multiple lockers at the supply post and let the owner "label" each one for different types of stuff, like medical equipment, ammunition, ect? Oh yeah, and a question I meant to ask a while ago... what vehicles can carry towables?]
__________________
<Doop> Last edited by EarlyDawn; 2004-06-08 at 04:36 PM. |
||
|
2004-06-08, 05:28 PM | [Ignore Me] #134 | |||||
Towed equipment cannot cross over water. If a deliverer tries to cross water, the vehicle will ride above the waves while the towable will be pulled beneath the surface. Once fully submerged, it will automatically disconnect from the vehicle and deconstruct after a moment. As a side note, pontoon-bridge building will be part of the CE Vehicle's abilities, with sections created one at a time as the vehicle moves forward. A CE Vehicle can only build as many sections as the player's pontoon limit allows and also how many 'construction-units' (for lack of a better word) he has in his trunk. Two CE's might have to work in shifts to cross something as large as a river on Cyssor. |
||||||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|