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Artillery Cannon: A teamwork only asset

Got a great new idea for the game?

Artillery Cannon: A teamwork only asset

Postby Tarkaris » Mon Aug 13, 2012 7:11 pm

Having seen the way AoS is now with teamwork I wondered what could be done about it while still adding fun new ways to influence the battlefield. What came to mind? Something like the image below:
http://worldwar2vault.com/images/artillery/artillery.jpg

Artillery Battery: A teamwork required weapon

Short Intro:
A weapon that requires a minimum of two people to run it. A spotter and an operator/ reloader. The idea is designed to attract builders, sappers, and kill-mongers together and have them work together.

Deploying the battery:
Before it can be usedThe artillery battery would have to be constructed, either through the use of normal blocks in a specified location made to transform the blocks in the battery or the use of a deployed box that requires a large amount of blocks to make the battery. Once built, the battery is almost ready to fire.

Ammo,targeting, and reloading:
Now for ammo, the battery would consume 10 blocks from a player's inventory to have one round and the battery would have to be reloaded after every shot. This is where a third person can come in to be collecting blocks to use as ammo while the operator and spotter are working on finding the next target. Now for targeting you use a spotter. The spotter would enter the battery like he would a capture tent and find his grenades (or his weapon) replaced with a targeting item. When zoomed in with the targeting item, A targeting dot appears where the spotter is looking and the operator can see what the spotter sees. Once a target is painted with the spotter's targeting item, the operator can fire a shell anywhere around the painted area, giving the operator some say in where to land the shell.. The shell would explode in a larger, deeper area than a grenade (say, double the size for this example). Afterward, it takes somewhere from 15-60 seconds to reload the battery for firing again. (To prevent it from being too OP)


Possible Advantages:
-This weapon would require at least two people to work together, extending to three if a dedicated ammo bringer was involved and four if the spotter had no weapon and had an escort that used a gun as needed.

-Teams could attack each others defenses with something that takes a while to set up but can be worth the wait if used properly.

-Kill mongers, builders, and sappers could come together as a team while doing what they still like: building, killing, and sneaking around to sap the enemy buildings.

-If it was a prefabricated structure that was generated by a box that consumed blocks, Modders could make some new toys to play with.

Possible Disadvantages:
-If the battery doesn't have a limit as to where it can be built, It could be used to grief one's own team or become OP for wrecking the other team in some modes (Zombies or Babel anyone?)

-It may attract griefers that want to build in front of the mortar or bother the spotter.

-A bad spotter or operator can ruin proper use of the battery.

-If your team isn't using it's battery and the enemy is using theirs... Things could get ugly fairly quickly.


Be sure to comment and question as I'm certainly not perfect.

EDIT:

Additional suggestions as brought up by other AoS players in a convenient location for AoS developers.

Ammunition/ damage variable by ChaosTLW:
"Make the reload time depending on how much blocks you put in? For example, if you put a single block as ammo, it would reload extremely fast, but do minimal damage, and if you put 30 blocks it takes a loooong time to reload, but has a really high damage."

Size limit

Turn Limit by Commodore:
"there are also SOME griefers griefing together on some servers. How about a turning limit? The artilliery battery could then only shoot in the direction of the enemy. And it couldnt be really used by the other team."

Damaged artillery deals less damage and making artillery based squads by jesusskid:
Self-explanatory
Last edited by Tarkaris on Sun Aug 19, 2012 12:18 am, edited 2 times in total.
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Re: Artillery Cannon: A teamwork only asset

Postby TheVeteranNoob » Mon Aug 13, 2012 8:04 pm

This definitely would be cool in my opinion. Would it be a server script that the admin can turn on and off?
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Re: Artillery Cannon: A teamwork only asset

Postby ChaosTLW » Mon Aug 13, 2012 8:40 pm

This is the first Artillery suggestion I actually like.
But maybe make the reload time depending on how much blocks you put in? For example, if you put a single block as ammo, it would reload extremely fast, but do minimal damage, and if you put 30 blocks it takes a loooong time to reload, but has a really high damage.
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Re: Artillery Cannon: A teamwork only asset

Postby Tarkaris » Mon Aug 13, 2012 8:45 pm

Hmm... Sounds like a good idea actually. Then a team can either have a rapid fire pestering battery or a long reload building crusher.

>:D

Imagine the amount of strategies that could evolve!


As for a server script I believe that it would be best to allow admin control over it. That way some servers can be tweaked towards a more classic AoS experience, similar to how armor abilities can be enabled or disabled in Halo Reach.
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Re: Artillery Cannon: A teamwork only asset

Postby TheVeteranNoob » Mon Aug 13, 2012 9:50 pm

You say that it may possibly be built out of blocks? What if, depending on how large said artillery is, the more damage it does? It may become a bit OP however.
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Re: Artillery Cannon: A teamwork only asset

Postby Tarkaris » Mon Aug 13, 2012 10:20 pm

A size limit would definitely be in order but I think the size of the gun should affect the AoE, not the damage. How much ammo you put in (Per ChaosTLW's suggestion) ought to determine damage.

Otherwise... Imagine a gun that can take out one side of the map in a single shot. D:

It would at least involve a team working together but still... killing the other team in one shot? That would be TOO easy.

(Unless it was... OH! IDEA!)
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Re: Artillery Cannon: A teamwork only asset

Postby potifi » Wed Aug 15, 2012 1:00 pm

Sounds like a great idea. But Im thinking about what if a griefer uses this?
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Re: Artillery Cannon: A teamwork only asset

Postby Commodore » Wed Aug 15, 2012 6:25 pm

ONE griefer couldnt use it because it would need teamwork. But there are also SOME griefers griefing together on some servers. How about a turning limit? The artilliery battery could then only shoot in the direction of the enemy. And it couldnt be really used by the other team.
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Re: Artillery Cannon: A teamwork only asset

Postby Tarkaris » Thu Aug 16, 2012 1:45 am

Turn limits sound good. Not to mention the fact that if people starting griefing their own team together, at least one of them would be noticed, shutting down the griefing.
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Re: Artillery Cannon: A teamwork only asset

Postby XFrostByteX » Thu Aug 16, 2012 3:00 am

A weapon that tickles my teamwork and strategy nerves

Oh baby

I fully support this, and would love to see it implemented
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Re: Artillery Cannon: A teamwork only asset

Postby Commodore » Thu Aug 16, 2012 4:52 pm

The turning limit should be 180 degrees heading to the enemy(vertical) and 90 degrees amd the lowest point should be straight forward(horizontal).
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Re: Artillery Cannon: A teamwork only asset

Postby jesusskid » Thu Aug 16, 2012 9:58 pm

AMAZING idea!!!!!!!!!!!! This one of the best idea in the fourms since I have been here!
That would be great! I have a sujestion. There could be a /cannon and then a number or name ( like squads )
That once joined the teams will be able to build and use the cannon. And there could be as many "cannon squads" as joined!
I was also thinking if your team spots the batt and fires and hits it does the dammage decrece? Not by a lot but like - 1 block per shot.
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Re: Artillery Cannon: A teamwork only asset

Postby Tarkaris » Thu Aug 16, 2012 10:22 pm

I understand how a cannon squad function could be useful but what was the second part about?

And there could be as many "cannon squads" as joined!
I was also thinking if your team spots the batt and fires and hits it does the dammage decrece? Not by a lot but like - 1 block per shot.


It's a little confusing.
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Re: Artillery Cannon: A teamwork only asset

Postby Commodore » Fri Aug 17, 2012 1:37 pm

He means that when a cannon is hit, it does lower damage.
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Re: Artillery Cannon: A teamwork only asset

Postby Tarkaris » Fri Aug 17, 2012 9:46 pm

Legitimate and valid idea. Damaged equipment is always less effective :)
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