Note: This forum is merely an archive. It is no longer possible to register or post. - StackOverflow
New Ace of Spades Forums: http://buildandshoot.com/

Mortar Concept

Got a great new idea for the game?

Mortar Concept

Postby Articsledder » Sun Jan 01, 2012 5:56 pm

With the talk about Ben adding mortars, here’s a simple concept on how they work.

Mortars will spawn near each other near the teams base. (In TC at their starting base). 0-6 will spawn, depending how the server sets it up, with the default being 2.



To use a mortar, you walk up to it, and inside a certain zone, maybe 2-3 blocks around it you will enter aiming mode. Aiming mode gives a simple X and Y axis adjuster which you can slide using the arrow keys. The max range of a mortar is 3.5-4 Grid squares, or about 2 fog ranges.

The X adjuster ranges between -10 to 10, with -10 being the far left and 10 being the far right.

The Y axis adjuster ranges from 1 to 15, Grid is 1 map grid.

1: .5 Grid

2. .75 Grid

3. 1 Grid

4. 1.25 grid

5. 1.5 grid

6. 1.75 grid

7. 2 grid

8. 2.25 grid

9. 2.5 grid

10. 2.75 grid

11. 3 grid.

and so on.



Both of these are slider bars however, meaning you can get in between the ranges.



COMMUNICATION

Players could also chose to have a radio on the weapon select screen. There would be a max 5 radios, however members of your team have the ability to “Job kick” you from it to prevent misuse. This radio would open up a map where you mark a spot where you would like a mortar strike. When the mortar operator opens there map this same map appears. They can then close it and adjust the area of attack.



The mortars rate of fire would be similar to the shotgun, maybe slower, as real mortars had a pretty high rate of fire. There would be about a 1 second whistling noise before it hit, where it would explode on impact.

Shells will penetrate through 1 block ceilings before exploding, and have a damage area slightly higher then the Grenade, with much more block breaking capability (similar to that of creepers or TNT in minecraft)







Enemies too far away? Then pick up the mortar! Hitting it with the spade WHILE NOT IN USE will put it on your shoulder. You will have no weapons at this time, and will move at a speed in between running and walking.



Anything I left out? Please give constructive criticism.
aend tehn teh cahirs began to snip
Image
User avatar
Articsledder
Member
 
Posts: 818
Joined: Tue Dec 27, 2011 2:55 am
Location: New England

Re: Mortar Concept

Postby USABxBOOYO » Mon Jan 02, 2012 5:30 pm

I thought they were just going to be like airstrikes except available in vanilla.
User avatar
USABxBOOYO
Global Moderator
 
Posts: 2197
Joined: Sat Dec 10, 2011 12:38 pm

Re: Mortar Concept

Postby Articsledder » Mon Jan 02, 2012 6:20 pm

USABxBOOYO wrote:I thought they were just going to be like airstrikes except available in vanilla.



That would be simple but those are just to easy to use, and don't exactly promote teamwork.
aend tehn teh cahirs began to snip
Image
User avatar
Articsledder
Member
 
Posts: 818
Joined: Tue Dec 27, 2011 2:55 am
Location: New England

Re: Mortar Concept

Postby USABxBOOYO » Mon Jan 02, 2012 11:47 pm

No, I mean that's actually what Ben is going to make them.
User avatar
USABxBOOYO
Global Moderator
 
Posts: 2197
Joined: Sat Dec 10, 2011 12:38 pm

Re: Mortar Concept

Postby Articsledder » Tue Jan 03, 2012 1:22 am

USABxBOOYO wrote:No, I mean that's actually what Ben is going to make them.


>.>
aend tehn teh cahirs began to snip
Image
User avatar
Articsledder
Member
 
Posts: 818
Joined: Tue Dec 27, 2011 2:55 am
Location: New England

Re: Mortar Concept

Postby Gorman » Tue Jan 03, 2012 7:40 am

This happens quite often
"Where should I airstrike?"
"B4!"
*airstrike kills lots of people*
TEAMWORK.

If you don't lose the airstrike on death then people would use them more tactically instead of "ASAP NUKE ENEMY SPAWN".


Personally I like the idea of airstrike as it is, in that it can only kill players. For anti-material I would suggest smaller radius with a point and click on to map. Anti-material is very powerful.

I don't like the idea of environmental weapons or vehicles or such. So I am not a big fan of your mortar setup.
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: Mortar Concept

Postby Stiivais » Wed Jan 04, 2012 2:37 pm

GREAT IDEA!!! *takes off hat*
The radios would have to occupy the slot grenades are in currently, so there wouldnt be a problem of just 5 radios per team.
But here is the tricky part. The mortars would be like a grenade launcher, NOT A DEVICE WHERE YOU SELECT 1 SPOT ON THE MAP AND IT AUTOMATICALLY SHOOTS THAT SPOT... <too easy to get kills?
You would rotate your view and it would show place where it will hit on the popup map, like artillery in game Arma2.
So, because the projectile has an arc, the range would be limited.
Also, to mark a spot with radio, you should have DIRECT LINE OF SIGHT, maybe the marker should even be an invisible projectile, which marks the spot it hits!!!
Also, i would like to add, that there should be 2 or 3 shots per clip, reload time of about 4 minutes.
The explosion should be 2 times the size of grenade's, spherical in shape.
Last edited by Stiivais on Wed Jan 04, 2012 8:10 pm, edited 3 times in total.
Image
Also: shutting up because i have caused some annoyances lately.
User avatar
Stiivais
Member
 
Posts: 428
Joined: Tue Dec 27, 2011 12:15 pm

Re: Mortar Concept

Postby Stiivais » Wed Jan 04, 2012 2:44 pm

Or we could scratch the idea of an operatable mortar in general and add just inventory item - artillery radio.
Once you rack up kills (good old streak of 10), you can hold the radio with fire button pressed for it to lock on the voxel you are aiming at. When full lock on is enstablished (5 seconds?), Then the mortar strike commences...
Btw, it should be spread over a bit higher diameter than current airstrike, affect environment more than humans. (humans die on direct hit, -60hp on indirect one, about 4-6 shells per barrage, each having destructive potential of grenade, 3x3x3 voxels)
Last edited by Stiivais on Wed Jan 04, 2012 8:07 pm, edited 1 time in total.
Image
Also: shutting up because i have caused some annoyances lately.
User avatar
Stiivais
Member
 
Posts: 428
Joined: Tue Dec 27, 2011 12:15 pm

Re: Mortar Concept

Postby Gorman » Wed Jan 04, 2012 5:49 pm

Stiivais wrote:I have to admit, that i mostly disagree with you.
1.Mortars would have limited range, so no spawn killing.
2.The weapons dont have to be statical, MAYBE they could even be moved a certain radius. (until breaches the safezone of enemy base.)
3.Point/click on the map is WRONG, no sense of immersion, also, too easy to rack up kills...
This game is WW2 themed (IMHO :P), so my idea should be more logical.
4.Its not anti-material, its antimateriel, because materiel means military hardware, equipment (emplacements, radars, tanks etc.), so basically this idea is pointless (we dont have vehicles xD)
*unless you think about artillery with precise control over point of impact, then +1 to that...

1. I have no problem with spawn killing
2. "A certain radius", this is the game thing, and besides my issue is with that not everyone gets one, and then we need elaborate schemes to kick people off them etc. In short it is just annoying and bad.
3. Immersion? The whole game is centred around clicking on people's heads. Trust me, you would very quickly get used to it.
4. I said "anti-material"... In this case it means destroying blocks rather than players (as opposed to anti-personnel (destroying people) and anti-materiel (destroying equipment)). Material means "matter from which a thing can be made". Seeing as buildings are made of voxels, any weapon that destroys voxels is anti-material. Understand?
Image
User avatar
Gorman
[LDR] Member
 
Posts: 1170
Joined: Sat Dec 10, 2011 9:10 pm

Re: Mortar Concept

Postby Stiivais » Wed Jan 04, 2012 8:01 pm

Gorman wrote:1. I have no problem with spawn killing
2. "A certain radius", this is the game thing, and besides my issue is with that not everyone gets one, and then we need elaborate schemes to kick people off them etc. In short it is just annoying and bad.
3. Immersion? The whole game is centred around clicking on people's heads. Trust me, you would very quickly get used to it.
4. I said "anti-material"... In this case it means destroying blocks rather than players (as opposed to anti-personnel (destroying people) and anti-materiel (destroying equipment)). Material means "matter from which a thing can be made". Seeing as buildings are made of voxels, any weapon that destroys voxels is anti-material. Understand?


1. I do :P, so the range could be limited to 1/3 map or something
2. Hmm, people camping the mortars could be bad, but mortars being placed on map generation also would be kind of bad. Bugs? I suggest movable ones...
3. But clicking points on map, as soon as popup shows would be too easy. And unfair. So people SHOULD aim manually. Like in arma2.
4.Understood. So you want artillery to be sort of a building demolisher, opposed to... well, people demolisher? Like, an alternative to airstrike? One that works on buildings instead of humans? I can live with that....
Image
Also: shutting up because i have caused some annoyances lately.
User avatar
Stiivais
Member
 
Posts: 428
Joined: Tue Dec 27, 2011 12:15 pm

Re: Mortar Concept

Postby IrishElf » Fri Jan 06, 2012 5:13 pm

To tell the truth, the thought mortars becoming vanilla's airstrike is really disappointing to me. I had hoped they'd be something that encourages working together to build defenses and presight with your mortar team back at base, instead they'll just encourage everyone to split off solo and killwhore just like airstrikes do.
Image
User avatar
IrishElf
Member
 
Posts: 767
Joined: Tue Dec 27, 2011 4:28 pm
Location: Socialist Canada.

Re: Mortar Concept

Postby CupONoodle » Sat Jan 07, 2012 2:18 pm

I think having the Mortar as a weapon itself would be alot better for the game then having it spawn on the team spawn area. As a weapon it'd be simpler for new players to pick up and just use rather then find out how all the stuff on the map works. Also as mobile it wouldn't encourage quite as much defensive play as the initial mortar weapon suggestion. Which brings me up on another thing.

We have weapons to cover all types of certain ranges:
Spade = Melee & Block Destruction
Shotgun = Close-Range & 1-shot-kill (full body shot)
SMG = Mid-Range & Block Destruction
Rifle = Long-Range & 1-shot-kill (headshot)

So it would be great if the Mortar played an entirely different role.
What i was thinking is letting you fire from anywhere of close to long-range, but with a downside.
Players would be able to protect themselves from the mortars by building shelters or hiding underground. Which makes it a situational weapon most suitable for open area battlefields, high structures and roofs.


Pros:
-Let's you fire from any range (but not across the whole map, more like 1/3 at max).
-No need to stay in enemy line's of sight.
-Effective counter versus hight advantage, campers, holes.
-Great against roofs and those above it.

Cons:
-People under shelter are almost immune.
-Long reload time.
-Missiles should be slow and somewhat dodgeable.
CupONoodle
Member
 
Posts: 1
Joined: Sat Jan 07, 2012 1:39 pm

Re: Mortar Concept

Postby Mio » Sat Jan 07, 2012 5:03 pm

From your idea, it seems I see a BF3 reference.
And I hate BF3 mortar.
'On Jan 24th', Congress will vote to pass internet censorship in the Senate, even though the vast majority of Americans are opposed. We need to kill the bill - PIPA and SOPA - to protect our rights to free speech, privacy, and prosperity.
User avatar
Mio
Member
 
Posts: 88
Joined: Fri Jan 06, 2012 7:52 am

Re: Mortar Concept

Postby Articsledder » Tue Jan 10, 2012 1:18 am

Mio wrote:From your idea, it seems I see a BF3 reference.
And I hate BF3 mortar.


I have never played BF3.



Stiivais wrote:GREAT IDEA!!! *takes off hat*
The radios would have to occupy the slot grenades are in currently, so there wouldnt be a problem of just 5 radios per team.
But here is the tricky part. The mortars would be like a grenade launcher, NOT A DEVICE WHERE YOU SELECT 1 SPOT ON THE MAP AND IT AUTOMATICALLY SHOOTS THAT SPOT... <too easy to get kills?
You would rotate your view and it would show place where it will hit on the popup map, like artillery in game Arma2.
So, because the projectile has an arc, the range would be limited.
Also, to mark a spot with radio, you should have DIRECT LINE OF SIGHT, maybe the marker should even be an invisible projectile, which marks the spot it hits!!!
Also, i would like to add, that there should be 2 or 3 shots per clip, reload time of about 4 minutes.
The explosion should be 2 times the size of grenade's, spherical in shape.


Incase you didn't read, you do not just point and click. Someone else points and click, you use the rotatae thingy and hope for the best


The clip idea is actually pretty good though, 4 minutes is just a bit excessive though. Maybe 15-30 seconds?
aend tehn teh cahirs began to snip
Image
User avatar
Articsledder
Member
 
Posts: 818
Joined: Tue Dec 27, 2011 2:55 am
Location: New England

Re: Mortar Concept

Postby Saf85 » Tue Jan 10, 2012 7:47 pm

To be honest while I like the idea of in game player useable items like a mortar, it complicates a simple game and people who still think they capture the enemy intel by running over thier own intel lool, would be lost as to how to use it and just be sitting in it being useless to team...

As far as the airstrikes go they are fine as they are, but I would like to see the animation changed to large explosions at points of impact. Looks stupid as tons of greandes going off all over the place... Also it should be instant kill for any enemy within a 10 block raius of blast & 50% damage to anyone within 30 blocks.

The mortar should be same as airstrike, only difference that air strike does not damage blocks but kills all enemy it contacts, mortars should not kill enemies unless in direct hit zone or upto 5 blocks radius and should damage blocks upto 5-6 layers deep at impact zone. Also have mortar as an alternative to airstrike, so if you get 10 kill streak you can call in airstrike or mortar and not both. If you want pure kill airstrike would be way to get them, if your team is having tough time cracking enemy fortress, mortar will soften the defences up and make openings, remove enemy cover & so on.
So for eaxmple you call in mortar on A5. The mortar fires say 3-6 shells, which will land at random points within A5 or rather than them all landing at random points, make first shell land at random point and the rest land withing 10 block radius of it?

So yeah there is my take on a simple but effective mortar option.
Saf85
Member
 
Posts: 5
Joined: Tue Jan 10, 2012 7:22 pm

Next

Return to Game



Who is online

Users browsing this forum: No registered users and 5 guests

cron