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General Forums => Wishlist => Topic started by: Skyguns MKII on November 23, 2015, 03:22:33 PM

Title: Towed weaponry
Post by: Skyguns MKII 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

   


 



 
Title: Re: Towed weaponry
Post by: Gman 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII 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. (http://i67.tinypic.com/8xlj81.jpg). 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
Title: Re: Towed weaponry
Post by: Randy1 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.
Title: Re: Towed weaponry
Post by: Chalenge 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII 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
Title: Re: Towed weaponry
Post by: Gman 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.
Title: Re: Towed weaponry
Post by: Chalenge 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII 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 
Title: Re: Towed weaponry
Post by: Skyguns MKII 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:
Title: Re: Towed weaponry
Post by: Chalenge 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII 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.
Title: Re: Towed weaponry
Post by: EagleDNY 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.
Title: Re: Towed weaponry
Post by: Chalenge 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.
Title: Re: Towed weaponry
Post by: Skyguns MKII on November 24, 2015, 01:17:06 AM
   Really what you are looking for is indirect fire, and the gunsight options in this game really do not support it
Not to seem rude. But I said this where? just seems youv taken this to a indirect fire wish
Title: Re: Towed weaponry
Post by: Gman on November 24, 2015, 10:29:33 AM
I think the range calculation could be done with the map - pretty much click on the map where you want to target, and it gives you a rough range calculation - close enough for multiple arty tubes, but far enough that single or small groups of arty would need visual correction from say the Storch or a closer infantry unit.  HTC could make the infantry unit icon range or the unit in general be harder to spot for this "recon" function even.  I think this would work well enough for fixed targets at least.

Lots of ways to skin that cat at least IMO.
Title: Re: Towed weaponry
Post by: Oddball-CAF on November 24, 2015, 11:38:08 AM
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.

  Using the main ".target xxx" command where the "xxx" is the range for the target to be placed,
there are also other modifiers which were unknown to me prior to hooking up with The 49ers
one evening for an indirect fire mission using a "battery" of about a half dozen M3s with the 75mm gun.
  The two other modifiers are for elevation and traverse.
  Basically, the command would look something like this:   .target xxx yyy zzz

  One guy is tasked to be the FO. He sets up within visual range of the field/base/town/strat to be hit.
The M3s deploy with all halftracks set up in line abreast formation; aligned with the "main"
gunner who works with the spotter who calls the fall of shot.
  The main gunner uses as his initial reference point, the very bottom ring of the
target.
  After a number of ranging shells are fired and the sweet spot found, the entire battery
opens fire using the then-determined parameters in the "target command".
  Several batteries can be used, but obviously, depending on their placement, their
target commands would be different.
  This method works great but is quite tedious and there's no visual or aural reward
for the gunners themselves who are unable to see or hear the rounds impact.
 
Title: Re: Towed weaponry
Post by: Skyguns MKII on November 24, 2015, 11:39:32 AM
I think the range calculation could be done with the map - pretty much click on the map where you want to target, and it gives you a rough range calculation - close enough for multiple arty tubes, but far enough that single or small groups of arty would need visual correction from say the Storch or a closer infantry unit.  HTC could make the infantry unit icon range or the unit in general be harder to spot for this "recon" function even.  I think this would work well enough for fixed targets at least.

Lots of ways to skin that cat at least IMO.
I always thought of artillery being implemented much like it is on our naval cruiser for indirect fire. When I think indirect fire I try to think simple because to be honest it would be pretty cool to learn how but seems complex to calculate. Very VERY complex as Mr challenge makes it seem IMO. Still though would be cool to drop off howitzers and rain hell. Just wish I knew how to do it with what we got...
Title: Re: Towed weaponry
Post by: BuckShot on November 24, 2015, 03:13:46 PM
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.
Title: Re: Towed weaponry
Post by: Skyguns MKII on November 26, 2015, 01:15:51 AM
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.
I would see a field observer as a fun inclusion though. Just my opinion... Not sure how indirect fire would work.
Title: Re: Towed weaponry
Post by: Mongoose on November 26, 2015, 09:24:37 AM
It would be cool to have a POV from the round.

Not too realistic, but that would do away with the need for an FO.

But we don't want to do away with the need for an FO.  We want teamwork and immersion.

For the best of both worlds, include the POV from round as an option in the film viewer.
Title: Re: Towed weaponry
Post by: guncrasher on November 26, 2015, 11:01:12 AM
But we don't want to do away with the need for an FO.  We want teamwork and immersion.

For the best of both worlds, include the POV from round as an option in the film viewer.

isnt an FO already available with the current system?  think about it.


semp
Title: Re: Towed weaponry
Post by: Skyguns MKII on November 30, 2015, 01:37:16 PM
isnt an FO already available with the current system?  think about it.


semp

sure it is, jeep and storch. Just would be nicer to use them with more verity of arty,   
Title: Re: Towed weaponry
Post by: BuckShot on November 30, 2015, 06:19:16 PM
... Without tracers. It would be fun to sneak into a spot and rain fire, and just as fun to go find the source of an arty barrage.

With tracers, all you need to do is follow it back, just like the ships.
Title: Re: Towed weaponry
Post by: Bino on December 01, 2015, 01:56:09 PM
...
I think it would be rather interesting to introduce towed weaponry as a hanger load out option
...

+1   :aok


http://bbs.hitechcreations.com/smf/index.php/topic,326777.msg4275255.html#msg4275255 (http://bbs.hitechcreations.com/smf/index.php/topic,326777.msg4275255.html#msg4275255)

Title: Re: Towed weaponry
Post by: bustr on December 01, 2015, 02:33:24 PM
Hitech would probably have to give towed artillery land mode for indirect fire along with a direct fire sight. After that, I can see only two major downsides.

1. - It would be a great investment of game time for a probable quick death within minutes of opening fire.
2. - Everything with a popgun could kill you.
Title: Re: Towed weaponry
Post by: potsNpans on December 02, 2015, 05:57:50 PM
-1
Title: Re: Towed weaponry
Post by: Skyguns MKII on December 02, 2015, 08:33:21 PM
 
-1
:(