Waldo wrote:
I love your idea, but here's my adjustments:
Both teams have access to off-site Artillery at once, for balancing, instead of dedicated mortar bases
It would be fired by designating a grid square, which the map is already set up for
Instead of an aiming delay, just make a standard delay between strikes (say, a minute? It would have to be played with.)
Artillery does a ~10 second barrage on the entire designated square.
My intention was not to just bring in mortars/indirect fire. I also wanted to fullfill a bit of the strategic area requests, add more combat hotspots into the game (the mortar base), add a tangible reward for capturing a base (the ability to call in strikes) and do it all in a clear and easy to understand way that players can see on the screen (capture the base and you get to use the mortar).
Offmap artillery, in my opinion, would be quite boring in a game like this. You'd just get barrages dropping here and there, and there would be nothing you could do about it. Also it just might force a pattern on the attacks; get in close, call in a barrage, sit around and wait until the barrage has finished, resume attacking. This is actually quite close how it is in basic infantry tactics in real life, but those tactics aren't designed for fun
I can see how my suggestion might also bring in the patterny bore-attack, so the idea probably needs some more thinking... I wouldn't want to add reasons to wait into the game, but if the mortar strikes hit the target quickly, they would be mighty powerful (overpowered)... It's great I don't have to make these decisions
