Author Topic: Towed weaponry  (Read 1147 times)

Offline Skyguns MKII

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Towed weaponry
« on: November 23, 2015, 03:22:33 PM »
Expecting abuse here but here it goes. I think it would be rather interesting to introduce towed weaponry as a hanger load out option for halftracks and perhaps lighter weapons for the jeep.

Rough Ideas
Once towed and dropped these weapons may be used by selection on the clipboard map as dare i say a manned gunned option. A different idea would to have a player join the halftrack or jeep as a gunner and cycle to the weapon once dropped off. If not player controlled we could go AI?
 
The Use of eny and/or perks can be implemented as a safety to prevent lets say "tow spamming" to keep these towed weapons from keeping a base virtually unconquerable or keeping a base gv/aircraft vulched. If this Is not enough we could give it an icon to have it seen by air and/or ground visible from X amount of distance. If AI it can be coded to be less accurate than current AI field emplacements do to it being not as "dug in" or "emplaced". AI or not it would be slightly more vulnerable since its not dug in and surrounded by cover such as our field emplacements. I would however like to see light camo implemented such as shrubs or netting and what what have you.  :noid  Could it possibly effect mobility of vehicle towing it? Acceleration, uphill speed and turn? edit(thank you randy1) supplies could be the handicap for how effective this could be in consistent battle if player operated. If not operated in x amount of time would despawn or perhaps could be ditched. If AI lack of action in X amount of time will cause for a despawn.

Food for thought guys...

TOWABLE WEAPON OPTIONS just throwing ideas...

Anti Tank Cannons

GERMAN 5 cm Pak 38

UK Ordnance QF 6-pounder and US designation AKA 57 mm Gun M1

SOVIET 57 mm anti-tank gun M1943 (ZiS-2) (should we ever get a Russian gv to tow it)

Perkable

UK Ordnance QF 17-pounder

Anti Air/Anti Tank Cannons

US 3-inch Gun M1918 (depending on variant)

Japanese Type 88 75 mm (Did not wanna say it)

Perkable

GERMAN 8.8 cm Flak 18/36/37/41

US 90 mm Gun M1/M2/M3 (depending on variant)

Anti Air

ALLIED Bofors 40 mm gun

UK QF 3.7-inch AA gun

GERMAN 2 cm Flak 30/38/Flakvierling

Howitzers

US 75 mm Gun M2/M3/M6

US 105 mm Howitzer M3

Perkable

UK Ordnance QF 25-pounder



Obviously these are only possible options. I was tempted to include lighter guns however with how heavy armor is in game I found no use to include it. If i had to pick 1 of each for ease of code i would say 17 pounder, Bofors, 88mm cannon, and 75mm howitzer. I would like to see the  Pak 38, 3-inch Gun M1918, 2 cm Flak 30/38/Flakvierling, and 105 mm Howitzer M3 for selfish reasons.  :bolt:

DISCUSS

   


 



 
« Last Edit: November 23, 2015, 04:26:46 PM by Skyguns MKII »

Offline Gman

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Re: Towed weaponry
« Reply #1 on: November 23, 2015, 03:34:17 PM »
+1, I really like these ideas, and have wished for much the same in the past.  Having towed units, as well as an infantry squad as a single controllable unit, would IMO give the ground game a huge boost in fun and utility, as well as give the ground attack aircraft a lot more to do, especially in terms of CAS and interdiction type missions.

I also thing it'd give the MGs on tanks, APCs, and jeeps a lot more use, as now all they are really good for is the odd occaision when you need to shoot running troops near a base - however if there were small squads of infantry as well as towed units, you would have a lot more targets for the MGs on vehicles, as well as strafing from planes like the IL2s and such.  Infantry units with a selection of loadout int he hangar screen, anti armor, MG crews, small arms/grenades - it'd be a blast, even just have them move/controlled like the GVs are now with wsad and such.  So many options for towed units too, I really like the write up Skyguns, and agree with all of it.

Maybe some day once the new game is rolling HTC will look at stuff like this - heck, I think even have free to play players allowed in, but only let them have the jeep or these infantry units, would stimulate a lot of new accounts for the "full" game, plus give full sub players a lot more live player ground targets to kill - win win, so long as there was a limit to the # of FTP players let in, just let them fill out the max server number sort of thing, and then eject them when they die if it's full and sub players are trying to get in.  Just ideas, but IMO they would work and getting new players interested, letting them see all the stuff they are missing out on without an account.

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #2 on: November 23, 2015, 03:52:12 PM »
+1, I really like these ideas, and have wished for much the same in the past.  Having towed units, as well as an infantry squad as a single controllable unit, would IMO give the ground game a huge boost in fun and utility, as well as give the ground attack aircraft a lot more to do, especially in terms of CAS and interdiction type missions.

I also thing it'd give the MGs on tanks, APCs, and jeeps a lot more use, as now all they are really good for is the odd occaision when you need to shoot running troops near a base - however if there were small squads of infantry as well as towed units, you would have a lot more targets for the MGs on vehicles, as well as strafing from planes like the IL2s and such.  Infantry units with a selection of loadout int he hangar screen, anti armor, MG crews, small arms/grenades - it'd be a blast, even just have them move/controlled like the GVs are now with wsad and such.  So many options for towed units too, I really like the write up Skyguns, and agree with all of it.

Maybe some day once the new game is rolling HTC will look at stuff like this - heck, I think even have free to play players allowed in, but only let them have the jeep or these infantry units, would stimulate a lot of new accounts for the "full" game, plus give full sub players a lot more live player ground targets to kill - win win, so long as there was a limit to the # of FTP players let in, just let them fill out the max server number sort of thing, and then eject them when they die if it's full and sub players are trying to get in.  Just ideas, but IMO they would work and getting new players interested, letting them see all the stuff they are missing out on without an account.

I really like those ideas you just included, i do believe ground squads have major potential in addition to this wish and would introduce the use of other perhaps more practical gvs just for that part. Heck if we had ground crews why not add these to the wish for the jeep to drop off what it cannot tow in my wish. . The whole dynamic of the game would change and support rolls would play more of a part on the ground. Now the idea of you having new players play free but only be able to play those support rolls I THINK would be amazing. Heck all i did my first two weeks was jeep resup players... Would help out your guys yet give the others more to shoot at.  :aok

Offline Randy1

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Re: Towed weaponry
« Reply #3 on: November 23, 2015, 04:16:32 PM »
I think you have some good thoughts.

I would suggest they have a limited life.  I am thinking the time would be that of supplies left on the field.  It would take constant work to keep up the guns.  Or maybe they stay but have limited supplies and have to resupplied or some combination of both times.

Offline Chalenge

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Re: Towed weaponry
« Reply #4 on: November 23, 2015, 04:19:54 PM »
In order to remain realistic and stay within the parameters already defined in the game the best gun to add for towed artillery would be the M3 Howitzer. The FlaK 37 - 88mm is capable of firing up to 25,000 yards, is already in the game, but I do not believe its fire is calculated beyond about 12k. The towed M3 artillery would be limited to under 8k.

I can tell you from experience that 10k is currently the limit of visually directing fire. The M4A3-75 Sherman can already shell at that range.

I am all for adding troops, and infantry battles, and I would love to talk about that.
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Offline Skyguns MKII

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Re: Towed weaponry
« Reply #5 on: November 23, 2015, 04:21:45 PM »
I think you have some good thoughts.

I would suggest they have a limited life.  I am thinking the time would be that of supplies left on the field.  It would take constant work to keep up the guns.  Or maybe they stay but have limited supplies and have to resupplied or some combination of both times.

Im glad you brought that up because i knew i was forgetting something, I like the idea about a limit of ammo as a handicap that did not come to mind. My original thought was to have it despawn after X amount of time without combat if AI. If not AI despawns after X amount of time without operator. lets see if i can edit that in real fast.

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #6 on: November 23, 2015, 04:31:50 PM »
In order to remain realistic and stay within the parameters already defined in the game the best gun to add for towed artillery would be the M3 Howitzer. The FlaK 37 - 88mm is capable of firing up to 25,000 yards, is already in the game, but I do not believe its fire is calculated beyond about 12k. The towed M3 artillery would be limited to under 8k.

I can tell you from experience that 10k is currently the limit of visually directing fire. The M4A3-75 Sherman can already shell at that range.

I am all for adding troops, and infantry battles, and I would love to talk about that.

Good to have some insight on that experience!  :aok
As for troops on top of this wish i do really like Gmans ideas of certain units. And if this towable wish is ever implemented would like to eventually see a special unit just for killing my wish here.  :ahand

Offline Gman

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Re: Towed weaponry
« Reply #7 on: November 23, 2015, 04:34:07 PM »
Didn't really consider the range issue, I'm sure HTC could handle that in a number of ways, but it is something worth considering for sure.

Can you imagine how much the GV guys would love towed arty, being able to mount surprise attacks on fields with it, particularly if you had a large battery of them shooting at the runways and GV hangar areas. 

Be a lot of fun IMO.

Also, with infantry units, imagine the change to the naval part of the game - the amphibious tracks would have an entirely new purpose, be able to land swarms of troop units on the beach, and create all kinds of interesting fights in this area - lots of targets for the towed arty units, the 88 units on the beach, and even fixed 88s/mgs could be posted in defensive positions around towns near the water.  These would also invite counter battery fire from the naval units, what with that shiny new battleship coming along - great use for those BB and CG larger guns.

Offline Chalenge

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Re: Towed weaponry
« Reply #8 on: November 23, 2015, 04:43:01 PM »
Yes, I have already shelled people on the rearm pad from 10k. It's a thing of beauty!

Shelling CVs is another matter. I think if there were lots of gun positions then it would encourage the use of attack profiles more often than we have now, since currently the boats are parked as close to the base as possible and the place shelled down before planes launch. I believe the navy should attack from a distance, rather than what it has devolved to.

I think the 88s would be a great towed weapon as is. You might even consider planting them around an airfield on the logical attack routes for vehicles in camouflaged positions to make them difficult to see from the air. Of course, I think that might require a bit of coading change to the way fields are designed.
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Offline Skyguns MKII

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Re: Towed weaponry
« Reply #9 on: November 23, 2015, 04:43:22 PM »
Didn't really consider the range issue, I'm sure HTC could handle that in a number of ways, but it is something worth considering for sure.

Can you imagine how much the GV guys would love towed arty, being able to mount surprise attacks on fields with it, particularly if you had a large battery of them shooting at the runways and GV hangar areas. 

Be a lot of fun IMO.

Also, with infantry units, imagine the change to the naval part of the game - the amphibious tracks would have an entirely new purpose, be able to land swarms of troop units on the beach, and create all kinds of interesting fights in this area - lots of targets for the towed arty units, the 88 units on the beach, and even fixed 88s/mgs could be posted in defensive positions around towns near the water.  These would also invite counter battery fire from the naval units, what with that shiny new battleship coming along - great use for those BB and CG larger guns.

Thats something i didnt imagine though i like now that im thinking about it. You could potentially drop off a few AA guns, Cannons, and howitzers more inland if you see an invasion coming and with troops of certain abilities such as for example "towable take down, base takers, MG flankers" . Not to mention your right, the BB coming would be a great adversary!  :joystick: :x 

Offline Skyguns MKII

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Re: Towed weaponry
« Reply #10 on: November 23, 2015, 04:50:48 PM »
Yes, I have already shelled people on the rearm pad from 10k. It's a thing of beauty!

Shelling CVs is another matter. I think if there were lots of gun positions then it would encourage the use of attack profiles more often than we have now, since currently the boats are parked as close to the base as possible and the place shelled down before planes launch. I believe the navy should attack from a distance, rather than what it has devolved to.

I think the 88s would be a great towed weapon as is. You might even consider planting them around an airfield on the logical attack routes for vehicles in camouflaged positions to make them difficult to see from the air. Of course, I think that might require a bit of coading change to the way fields are designed.

Deffinatly would make shore defense/attack more interesting and we are on the same page on camo on 88s. Just curious though how would it require a coading change on how fields are designed?  :headscratch:

Offline Chalenge

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Re: Towed weaponry
« Reply #11 on: November 23, 2015, 04:59:41 PM »
I meant that if they were added as default defensive/entrenched positions. I think fields have a limited number of guns, even manned.
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Offline Skyguns MKII

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Re: Towed weaponry
« Reply #12 on: November 23, 2015, 05:04:02 PM »
I meant that if they were added as default defensive/entrenched positions. I think fields have a limited number of guns, even manned.
If we did it as a gunship or field there could be potential obstacles to overcome. Gotchya Thank you.

Offline EagleDNY

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Re: Towed weaponry
« Reply #13 on: November 23, 2015, 07:36:39 PM »
I'm as fond of long range bombardment as the next guy, but without a range calculating sight I think it would be a waste.   Really what you are looking for is indirect fire, and the gunsight options in this game really do not support it.  I would rather they work on the naval gunfire (giving us range calculation and better correction capability) first.

Offline Chalenge

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Re: Towed weaponry
« Reply #14 on: November 23, 2015, 10:17:05 PM »
Eagle, I hate to have to tell you this but with a direct line-of-sight from the cruiser you should be able to hit an object with the first shot every time. Now once you get to extreme visual range it gets a little challenging, but it's because you can't see well and not because of the game system.
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