i don't think mobile artillery is a good idea, artillary that maybe can slowly alter which direction it can shoot maybe, but not that it can move where ever you please. long range would maybe be good as a expensive upgrade
.......what's there to discuss? If you've seen the Whitebox Unit Sheets either in the Backer Lounge or the most Recent Livestream it's pretty clear Artillery of various types is being worked on. Mike
So far we've seen stationary artillery, naval artillery, orbital artillery, and super weapon artillery. There is no shortage of large guns. Some tiny units also have upward facing guns, but they're wee little mortars. It's not really comparable to manly, chest-haired artillery.
It would seem to me that arty is a basic unit in most rts games. So yeah I would expect there to be arty, stationary and mobile. Arty's main purpose would remain base attacks from range. So I would expect arty to be slow and have some kind of deploy time before firing, that should probably go at least for the heavier arty.
I just found out the drill they are shipping to Seattle to make the tunnel on the waterfront is named BERTHA!
Looking forward to hearing Howard's interpretation of the Big Bertha FX, the enemy commander needs to pee himself upon hearing it! In terms of design I would love to see something units (and players) actually worship Kneel before Big Bertha!
yeah, looking forward to that as well. Also, I hope to see some nice artillery recoil animation. I loved how the big bertha looked abd sounded in TA. Hopfully we will see tanks (and other units) shaking when fireing the ballistic and rockets. SC kind off missed to let me feel the force and power behind all the fireing. I hope uber will pay attention to these little details
Just as for planes i think reality beats the game: http://en.m.wikipedia.org/wiki/Panzerhaubitze_2000#section_1
How about a long range artillery shell which is plasma sphere weapon (http://riddick.wikia.com/wiki/Conquest_Icon) in Chronicles of Riddick the Necromonger enemy use? Picture a cannon firing a long range shell, which when 10-20 meters above the ground stops in the air and splits into many micro spheres forming a sphere of dots, then a second later expands out then in back inwards like implosion creating a shock wave.
I would really be worried about the balancing of artillery in this game, it could easily become something like in subcom 2 were once your enemy starts artillery you have to put 50% of your resources into shields and rebuilding after the constant destruction. It seems like artillery could either be way to powerful, or completely useless.
Well there is no shields, stealth to hide from radar and thus targeting by radar, no map crossing artillery, and power costing shots by artillery. So the supcom 2 situation won't happen.
Shields blocked all forms of damage. It caused huge problems mostly because it tied every single weapon together into a single damage hierarchy(which Supcom was NOT prepared for), but also because the shield's own numbers were pretty screwed up. I don't care WHAT game you're making. Giving something a 400% attribute bonus under ANY conditions (hello resetting shields) is a blatant red flag. Defense systems are still appropriate for PA. Pay per block systems can work just as well as freebie defenses, but can feel pretty one dimensional if that's their only purpose. Don't expect to see an all encompassing defense like shields, unless a unit totally absolutely NEEDS perfect defense and can not accept anything less.
I really like the artillary director but it should also have an anti shell system to counter the incoming shells