DarkestHour icon indicating copy to clipboard operation
DarkestHour copied to clipboard

Feature: Radioman Artillery Ability

Open AndrewTheel opened this issue 5 years ago • 0 comments

Intro: Radiomen were likely very experienced and valued artillery coordinators. I've seen films depict officers using them to call in artillery because they themselves were not experienced at it. Though that is not a good basis for an idea, it isn't out of the realm of reality. Radiomen in DH are often not fun to play and one of the least desired roles to play. I think this is mostly because they are usually a rifleman and don't get grenades. They however also have a responsibility without any reward for performing that responsibility. Giving them an ability that not only makes them valuable to the team, gives them something to work towards, promotes them to fulfill their responsibility, and rewards them for both their ability and their responsibility will raise them from the least desired role to a highly valued one.

The Idea: The idea is to give them a new artillery type, that they themselves control. The artillery type is essentially "accurate artillery" or "zeroed artillery" and is not a barrage. The ability has a cool down and must be called in near the Squad Leader.

Conditions (Tasks):

  • [ ] Radiomen will need binoculars
  • [ ] Calls are infinite, so there is limitless usage, but is on a cool down to prevent over usage
  • [ ] Must be near their SL "for approval" to call in strikes
  • [ ] Each radiomen works with their own system, so the ability is NOT shared

Zeroed Artillery System: The ability works with binoculars. The Radioman sets a target, its important to get the target as exact as possible, making it somewhat challenging. There are 3 stages, the first stage is 1 round fired within a large radius of the mark. The second stage is a moderate radius. And the 3rd stage is very accurate. Each stage must be called in manually with the SL present. After the 3rd stage or if the target changes, the ability goes on cool down.

Zeroed Artillery Features (Tasks):

  • [ ] Uses a base class that can be overridden for reuse
  • [ ] Add the ability to the radial menu, with "live" indicators of its status (cool down time, time left before next stage, etc)
  • [ ] Radial ability should be able to be reused (make parent ability and add functionality to add abilities to roles)
  • [ ] Has variables for each stage, number of rounds, radius (accuracy), etc
  • [ ] Initially starts under cool down, so reconnecting doesn't exploit the system

To be updated...

AndrewTheel avatar Nov 08 '18 12:11 AndrewTheel