ORIGINAL: jwarrenw13
I would prefer to keep artillery abstracted as much as possible. I think that as the combat commander on the ground at the level the game is played, you are usually not moving artillery or ordering counter battery fires. You are usually just calling for artillery, and it is either available or not and shells either arrive or don't, and you have little direct control over that. I could see artillery support assets being better defined. I can see a chance of not receiving request artillery support put into the game. I can see other abstractions. I would rather not be moving artillery around on the screen or fighting the artillery counter-artillery battle myself.
I think movement of artillery can be abstracted and automated even when they are visualized on the map. I guess it might be also easier for devs to use rotational wing control model for artillery units:
- 1) Set 3~4 firing positions.
- 2a) Set frequencies for firing and maneuvering for each artillery platoon / company.
- 2b) Or let players decide when to move among firing positions for artillery platoon / company, just like gunships in this game.
But this requires larger map size. 20km x 20km or 25km x 25km. If such huge map is hindered due to game speed or calculation amount, then my FEBA idea would be good too. This way, artillery units can be modeled and visualized in here, but player would have minimum burden for artillery control. This way, current artillery support command box still could be used.
But this might depends on the doctrine. Artillery units are trained to
1) Halt the move on the road
2) Prepare and fire even in the middle of the road,
3) Fire, and move full speed again.
So... instead of setting up fire positions, maybe it would be better to introduce "fire" button and "move" button in the artillery support command box, for each artillery platoon / company. In this case, "firing positions" would be the same "BP" like helicopters but just for artillery. "Move" button will initiate maneuvering of selected artillery units (platoon / company) along the road or fastest route. "Fire" button will initiate the set up / aim / firing process for selected units. Target setting of artillery would be the same for current method, player or AI draw the box on the map.
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I respectfully argue that counter battery, and reward / penalty of tactically sound decision regarding counter battery and artillery maneuvering should be introduced in AB. Otherwise game will flow to arty noob style game, and every one will spam recon infantry and huge amount of artillery, depending on terrain and scenario. Current AB AI cannot try this neither counter this, and things will become serious if MP is introduced in the far future.
For CB, Eugen's Wargame style (showing tracer/bin of artillery shell can be used for counter battery) is a good option. However, I wish to suggest that it would be better to use current AB's style, by implementing new icon of "signature of artillery", something similar with current icon for "muzzle flash / sound signature", the circle of yellow dashed line. Maybe it would be possible to introduce something similar for artillery, something like circle of orange dashed line with explosion icon in the center. Let size & position accuracy of such "artillery signature" circle decided by:
1) Distance from the closest friendly units including recon (recon helicopter have a bit more bonus)
2) Sound contact or visual contact of enemy artillery firing.
3) Existence of operating counter battery radar.
4) (If CB radar was operating then) Performance / accuracy of counter battery radar.
Considering CB radar performance, it would be better to introduce specific amount of enemy artillery shot, assuming the minimum enemy artillery amount to triangulate or estimate enemy firing position. We can assume that this "required time / salvo number for CB targeting" would be shorter as technology develops. If we cannot find any technical data sheet for such "required time / salvo number", I insist that it should be OK to assume those numbers for this game, as we will never going to get classified data.
This "time delay for initiation of CB fire" can be modeled as delayed appearance of "artillery signature" circle icon, assuming the time requirement for computer or FDC to calculate / triangulate the position of enemy artillery. In this case, CB-moded artillery units don't need to wait or delay to initiate CB fire, as such delaying feature is already represented in delayed appearance of "artillery signature" circle icon.
Player or AI can select artillery platoon / company and set them as CB mode. Once the "artillery signature" circle appears on the map (orange colored dashed circle with explosion icon in the center), then let CB mode artillery units engage against them after specific amount of time (this time delay can be set by artillery doctrine or CB radar performance or FDC's estimation based on recon's observation). Let CB fire target the center of "artillery signature" icon. Let player/AI set the size for CB fire box. If CB mode artillery units were moving, then they would require more time to set up and fire CB mission. Assuming the communication failure or CB radar malfunction, let's give slight chance of CB-moded artillery units not reacting against "artillery signature".
I guess the use of "artillery signature" circle, similar system with current "fire signature" circle, would have merit of easier coding as two systems are similar in description. But "artillery signature" circle would require CB radar data part, but I think this should not be terribly difficult for Juha if enough time is given (I trust you [:D]). But finding or estimating possible data for artillery control, maneuver, fire preparation time, aim time, etc... would require some book reading or data searching.
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But again, I'm also OK with full control of artillery units (I enjoyed this option during Eugen's Wargame franchise experience). I'm just suggesting something for the option of "indirect control" of artillery units.
Regarding minimum number of artillery for control, how about forcing one section as the minimum arty unit? Currently in AB, inside the artillery fire control box, player/AI can manage artillery guns one by one, by each individual gun level. I'm not sure if this is correct doctrine. If AB could make this "possible minimum artillery units for control" as section level, it would be easier to code and describe the artillery operations.