Waldo wrote:
This was discussed here already:
viewtopic.php?f=6&t=27I'd recommend you read it over if your looking for ideas.
And don't worry, I'm not debating because I think your idea is bad, just because these things should be considered to make everyone's ideas better.
Yep, I remember looking at those suggestions a while back. Some ideas there were actually just the ones I referred to as having the wrong train of thought, in my opinion.
I am too all for discussing the pros and cons of all suggestions. Mine too, I know for a fact that my ideas aren't automatically any better than anyone else's, and I also intentionally try to look at things from a quite personal viewpoint (which may not be actually that original, just a bit quirky).
Now, if indirect fire is introduced to the game exactly in the way that I wouldn't like it to be (offmap, some points thing as resource), I would probably experiment with it as a precision tool for removing single targets in good cover. A bit like hand grenades have been up to now, just even more deadly and long range (this would allow for hand grenade range to be nerfed substantially, to some degree).
The way I'd start is making each mortar strike a series of, say, three rounds. When the player calls for a strike on some target, like a guy or two in a good cover blocking all advance, the first round drops in, say 5 seconds. The first round hits somewhere about 20-15 meters from the target. The second rounds drops after 5 more seconds, somewhere about 15-10 meters from the target. And after 5 more seconds or so, the last round hits the target as accurately as possible, about 2-6 meters from the target. This should be close enough to kill everyone at the target location nearly every time, but I think it'd be fun if there was sometimes a slight chance to survive.
The reason I'd do it like this is that the indirect fire strike would fulfill a single primary need, taking out a specific target. But, it could also be used as a general pounding of enemies, in attack and in defence, but it wouldn't be hugely powerful in this role.
From the receiving side's perspective (especially the skilled guys in the phenomenally good firing position), the slowly creeping in fire would make things fair and give them a chance to react. Getting instagibbed by invisible offmap artillery is no fun at all, so when they'd see the first round drop they could assume that they've been targeted by indirect fire and will die in 10 or so seconds if they stay in place. When they see the second round drop, they would get another "warning" and a reminder that they really must move right away to stand any chance of not getting killed. If they choose to stay in place, it's basically choosing to die and as such it wouldn't annoy them that much or feel unfair (hopefully).
All in all, a system like this would hopefully keep the gameplay moving and prevent the battles from getting stuck in place for very long periods of time. But manning good defensive positions would still be viable and worth the trouble.