That's exactly what happens with infantry in non-countdown mode. Once you're combat ineffective, you're dead to the team.
..and there's a big part of my point.. you arent ineffective on foot as a tanker, you may be less effective because you arent surrounded by armor loaded down with heavy weapons, but you arent ineffective. You can still help to cap/stop a cap, and you can still kill. If you're a tank commander, you can still call arty!
But our argument is, that's only in the context of the game cap mechanic.
That's exactly where my arguments are based. They are based on how the capping system in RO plays right now, and how it seems to still play in HoS based on the videos we've seen. You guys act as though the capping system has changed to something else by giving these arguments of 'ineffectiveness' and whether or not a tanker has capping power or if a rifleman can weigh the same in a capzone as a tank etc, etc.. None of that means anything if the capping system is the same. So are you arguing for a different capping system at the same time as locking tankers in their tanks?
A single rifleman weighs the same as a regular tanker while in a tank as far as the game is concerned. Should it really be that way in game? That's a different thread altogether and has nothing to do with locking tankers in their tanks.
You're other argument on the topic was it's not the same thing because it only would happen when your tank gets disabled, and not right at the start. Well, earlier in the thread you stated you want to bail when your tank is disabled, or when it's on fire. That can happen a LOT (especially with the new highly detailed tanking system - suspension, optics, etc). So that would mean you would be spending LOTS of time out of your tank
I also advocated for a 20-30 second exit/enter animation for tankers, so this would effectively limit the tankers ability to escape going down with the ship. It wouldnt happen like it does now where you just pop out. You would more than likely be killed inside of your ride, but having the option to exit should be there. It would be unrealistic if it wasnt there.
Thanks I guess, but I didn't get an answer. Is it worth it?
The reason I said 'nice try' was because none of this would need to happen the way you make it sound. First, there's nothing gamey about being able to leave your tank, in fact it would be gamey if you were locked inside of it and your only option is to 'scuttle' aka suicide. Next, exiting tanks is already there, it wouldnt need to be 'coded'. They would only need to add an animation for exiting and entering, and yes, I think it would be worth it.