81mm Mortar.

Locked
User avatar
Tisx
Registered user
Posts: 59
Joined: 26 Oct 2016, 23:55
Location: Somewhere
Byond: Tisx

81mm Mortar.

Post by Tisx » 27 Oct 2016, 14:01

Summary (a quick, 2-3 sentence summary): Add Mortars to the game either via another spec choice or as a whole new class to add a whole new level of gameplay to the game

Benefits (How this will benefit the server and game as a whole): Adding mortars will add a new and interesting game-play mechanic, that will help breath new life into the game by adding a new kind of weapon to the game. This weapon will also reward marine teams that do not rush but slowly advance into Xeno territory by moving up with their mortar teams, hopefully causing meta rushing to be much less common, which will overall benefit the server as a whole.

Details (Description of how you think this would work, the benefits, etc): Ah yes, Mortars. First off is core mechanics

CORE MECHANICS IN A NUTSHELL

Mortars will work kind of as mini-OBs that are controlled not by squad leaders and the bridge but the person using the mortar itself. (Now I can already hear you saying "Dear god that's asking for a huge disaster to happen." Don't worry I'll cover that soon).

SETUP

If a spec wants to use a mortar he/she is going to have to make some sacrifices.
1. No primary weapon for you. You're carrying a tube, bi-pod, and ammo that weights somewhere around 130 pounds, So I don't think you're going to be able to take that M41 and it's ammo with you and no you can't hip fire a mortar, you're not rambo.(As much as you try to be) Take a pistol instead and hope a runner doesn't find you.

2. No Ammo belt for you. That bi-pod is pretty big and your back is already carrying the mortar. and your backpack has said mortar ammo in it. Guess your going to have to put your pistol ammo in your webbing.

3. Run? AHAHAHAHAHAH you're carrying about 130 pounds of mortar on your back.

Now that you have your new 81mm Mortar and you are have found a nice spot to put your mortar down on the planet what now?

First you need to put the bi-pod down, then, put the mortar tube on top of it, lastly, you need to put it's rangefinder on.

Now that the mortar is setup NEXT!

AIMING

This is tricky, there are 2 ways I thought of how this can be done.

1. Give mortar users a set of special binoculars that are basally like a snipers rail scope (Allows them to see through buildings but not whats inside of said building) and let them click where they want the shell to land.

2. Give the Mortar users a map of colony and have them listen to comm to find out where to drop some shells

Once they have the coordinates they load them into the mortar by clicking on it with the (Map or Binoculars).


FIRING

The Target is zeroed and now it is time to fire!

The user will take a shell from his bag and click on mortar tube to fire. as long as the Mortar has been been aimed or re-aimed the mortar will fire. This is to prevent people from mistakenly clicking on the mortar tube and sending a shell to god knows where.

Once the user has click on the mortar the shell will be dropped into the mortar tube and fired, HOWEVER, all that will leave the tube is a smoke effect. The shell was launched upwards so it gets over obstacles and thus will not be visible in-game.

Shells will have a preset flight time say for example 16 seconds. For the the first 7 seconds nothing of note will occur, however when there is 8 seconds left the players in and around the target impact zone will hear this: https://youtu.be/79rvSJTVMPI?t=4s

This will serve as the warning that raining death is about to hit some where near you.

The shell will have a spread to it.

BOOM. The shell hits the target and the user will either re-aim and fire again or re-locate the mortar by taking it apart.

AMMO

2x HE (SADAR HE rocket radius explosion upon impact )
2x Fragmentation (Shell that launches fired shotgun slugs (to replicate shrapnel)) upon impact in some or all directions.
1x Smoke round (Shell that launches smoke grenades upon impact and detonates them in some or all directions. BECAUSE WHY NOT?)
1x Incendiary fragmentation (RARE SHELL: shell launches fired incendiary shotgun slugs upon impact in some or all directions) Rare clip of W-Y testing this shell on Law-abiding citizens who were having an airsoft battle Horrible murderers with guns: https://youtu.be/UlT2oHT2RGY?t=2m1s

BALANCE

1. Mortars if not defended will be easy picking for runners and hunters,

2. As stated above Mortar users who are moving will be lightly armed and will be moving slowly.

3. Xenos get some warning before a shell slams into them.

4. The frag shells can be beaten by good use of walls.

5. Mortars and shells take time to be aimed, fired and land on a target.

6. Mortars on the Sulaco? You're funny.




Implementation (Optional, if you have an idea how to implement it): Oh boy.

In Terms of models it shouldn't be too hard, as all a mortar is from the top-down is a tube with a bi-pod on it.

In terms of putting the mortar together you already have things like weapons attachments and everything that is engineering that you could modify and bring over to the mortar.

In terms of shell mechanics I was thinking that i could work like an OB, When the user marks coords, the coords will be marked with say an invisible OB marker so to say.. and when the shell is fired it will be centered there with some random offset.

Aiming where it gets hard. If you went the map way. then I would say try modifying the crew monitoring map it has.. If binoculars then just point and click for coords.

User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: 81mm Mortar.

Post by Sargeantmuffinman » 27 Oct 2016, 14:05

One day.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

User avatar
Maycknicson
Registered user
Posts: 21
Joined: 17 Oct 2015, 10:23

Re: 81mm Mortar.

Post by Maycknicson » 27 Oct 2016, 14:24

DO IT, JUST, DO IT!

User avatar
Simo94
Registered user
Posts: 715
Joined: 19 Mar 2016, 19:14

Re: 81mm Mortar.

Post by Simo94 » 27 Oct 2016, 14:28

marine boiler

do it
Image

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: 81mm Mortar.

Post by Boltersam » 27 Oct 2016, 14:30

Things to stop asking about (auto-denied):
New Guns (Seriously, stop. When we get ideas, we make new guns. We are not going to make the super-death gun you want)
Janitor job (Nope never, be a maintenance technician)
Borgs
Androids (we are working on it)
Predator changes (we are working on it)
Game Modes (we are working on it, and there is a discussion sticky)
Working APC (won't happen)
Clowns/Morale Officers or anything "entertainment" related that illudes to a clown. (You WILL get a week-long forum ban, clowns are never going to be in CM)
Additional ERTs - You have the ones you have and they furfill specific purposes, no reason for "Yakuza ERT" or silliness like that.
IDs for survivors
Cloners - When we DO remove them, we'll make sure we a fair and good method of reviving or treating injuries better. But this is MONTHS AWAY, so STOP.

Unfortunately, this violates the Suggestion rules, as much as I'd like it to be in as you have a well-balanced idea for it.

User avatar
MauroVega
Registered user
Posts: 735
Joined: 24 Apr 2015, 16:28
Location: Argentina, BA
Byond: MauroVega
Steam: maurovega176
Contact:

Re: 81mm Mortar.

Post by MauroVega » 27 Oct 2016, 14:46

not only did you not even do a bit of research related to USCM Mortar weaponry (http://avp.wikia.com/wiki/M402_Multiple-Launch_Mortar)

new Weapons are denied
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.”
― Sun Tzu, The Art of War

Image What happens when marine RP collides with standard RP

Natalia 'Nutella' Quiroga Image

User avatar
forwardslashN
Community Contributor
Community Contributor
Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: 81mm Mortar.

Post by forwardslashN » 27 Oct 2016, 16:12

Locking this.
Image
The ambivalent giant white baldie in a jungle near you.

Locked