Hey, I'm Joe (aka Josephus
)! I'm from England and I joined the Reality Mod Team as a Programmer around June of 2020. My first task was to rework the FOB and Rallypoint systems; so any issues you find with that, you'll know I'm to blame
In the previous blog
showed you a preview of the artillery strike feature for the first time and in this blog, I will be explaining how it was conceptualized, developed and how it works in its current state.
I think the artillery strike is actually a very important gameplay mechanic as it allows squad leaders to break stalemates. Calling in an artillery strike is easy
Of course, this feature without any limitations would be OP and so, to call in an artillery strike, these conditions must be met: You must be a Squad Leader; it must have been at least 20 minutes since the round started and it must have been at least 20 minutes since the last artillery strike was called in.
The first version of the artillery strike was actually written by Janssent
(one of our Devs) as a separate Proof of Concept mod:https://imgur.com/v4O6lJR
Janssent's original concept behaved very differently to how it does now. Firstly, the strike was not placed on the minimap, but simply by looking at where you want it to impact (although, this logic was never actually meant for RM). Additionally, it also used TV Missiles (Hellfires / AGM-114) for the projectiles but we decided to change it because you could actually see the missile spawn in the air and come down, which was not very immersive to watch.
Instead, we are now using the mortar projectile, modified to use a different, much bigger and dustier explosion. Damage wise, Janssent's concept proved too weak. A missile would have to land directly on a player to actually kill them.
The current damage model is way more devastating: If you are in the strike radius and not in hard cover, you are going to die. Of course this is all still likely to change for balancing and performance reasons.
After some experimentation, I changed the explosion to the one that occurs when a tank is destroyed. At first, the team really liked it but after a playtest it was decided that the explosion and the lingering dust was too dark and didn't really make sense for an artillery strike.
Personally, I love the artillery feature because it's very much in keeping with RM's realistic design and while also allowing us to show off BF3's destruction (which no other tactical shooter has)
Anyway, I think that's enough rambling about things exploding for me!
I hope to see you all on the battlefield soon!