Tank50us Posted February 21, 2022 Posted February 21, 2022 I know it's something brought up a lot around here, but I do have some ideas for how to make a Combined Arms 2.0. The available ground units are separate spawns instead of taking control of existing units (IE, someone gets in an M1, and that unit, plus the rest of the tank platoon spawns with them). Instead of doing a full fidelity tank sim, the player assumes the TC position of the lead tank of their platoon, and gives orders to both their crew, and the rest of the platoon. Additional players can either take up the TC positions in other tanks, or take up slots inside tanks already occupied. Infantry are 'carried' by all IFVs and APCs automatically. Just like with rearming an aircraft, when you're near a specific building (we'll just say a FOB from here on), these vehicles can take up more troops as needed. Infantry can be given commands either by the IFV/APC Platoon leader, or, by the sides tactical commanders. Orders to both your vehicle, your platoon, and supporting infantry are all given via a 'jester' style menu. Movement and Call For Fire commands are handled via a new map available to the TCs. While the actual style will vary from one vehicle to the next (EX an M1A2 SEPv3 is would have a tablet, while an M60A3 would have a more traditional looking map). This would allow for better integration of the air and ground action. Players in the air can see marks made by the guys on the ground (either via F10 or other gamified actions), and hit them accordingly. As well as being able to mark targets for aircraft, players on the ground can also laze things they can see from their position, and forward the laser code to the aircraft. Players with CA2 can take control of support assets as well, assisting other players in single missions, online campaigns, or taking whatever action deemed necessary. Examples include: Operating the boom of a KC-135 or KC-10 (if that were to be added). Commanding a SAM site Managing a FOB, FARP, or airbase to get resources from A to B Commanding transport helicopters and engineering equipment to establish new FOBs (you can even work with people flying helos to move equipment, such as artillery, into position) Directing the movement of traffic in and out of airfields (similar to the LSO and future airboss on the SCM) For naval assets, players can take command of a group of ships at a time (although unlike the land units, these ships have to be physically present). As the Flotilla leader, you can command the whole group, from formation, to speed, to heading, to ROE, but you have to take 'command' of individual ships to get them to do specific actions. When you're in command of an individual ship you can: govern it's flight operations (if it has aviation facilities) command its damage control operate the weapon systems (you get a 'gun cam' view for the guns, and a radar for the missiles) and other things I can't think of atm. In conclusion, I do hope that Combined Arms does get its well deserved overhaul. It's a good concept, but the execution is lacking for sure, and I think with a dedicated team to making land combat viable, we could see a resurgence. But what do you guts think? Should it be overhauled? or should CA be scrapped entirely? 4
upyr1 Posted February 21, 2022 Posted February 21, 2022 I'm basically in agreement with everything except I think that instead of having a single Combined Arms II module I believe we would be better off having the naval and land aspect being split into two families of modules, Combined Arms and Fleet ops. The basic modules for both would be a generic late cold war or modern setting. Then there would be others focused on different theaters. For example there might be Combined Arms WWII or Fleet Ops: The Gulf of Tonkin Yacht club(US Navy 1965 to 1975). I'm not sure how many vehicles should be in each module but ideally the modules should take the place of asset packs but they still need enough detail that we get a decent damage model 2
Callsign112 Posted February 22, 2022 Posted February 22, 2022 @Tank50us, you raise a lot of good points. I'm in the add/fix/improve group. 1
upyr1 Posted February 22, 2022 Posted February 22, 2022 21 hours ago, Tank50us said: Instead of doing a full fidelity tank sim, the player assumes the TC position of the lead tank of their platoon, and gives orders to both their crew, and the rest of the platoon. Additional players can either take up the TC positions in other tanks, or take up slots inside tanks already occupied. Infantry are 'carried' by all IFVs and APCs automatically. Just like with rearming an aircraft, when you're near a specific building (we'll just say a FOB from here on), these vehicles can take up more troops as needed. In the ideal world we'd have crew AI. I think the way tanks work in single player is fine right now, I think we need better crew AI and the VR fixed. In VR mode it should look like we are siting in the tank with some clickable things as I think that is easier than looking for the right key 1
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