Oh, you can single crew a tank?
Then post #76 stands.
not if you want to team tank
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Oh, you can single crew a tank?
Then post #76 stands.
You can, but the most common scenario is that people want to share tanks with friends. If someone dies outside, or the tank explodes when someone is outside, then he is useless and screwed, is not fun for him, and not fun for the tanker who has his tank capabilities reduced (and not playing with his friend).
But you are both assuming that a soldier will count the same amount as a tank. What is the value of a tanker not in a tank? I still don't see how getting out of a tank will help your side just like when a commander is not doing what they need to do.
not if you want to team tank
No one is forcing you to get out. Stay inside all you want.. but at least having the option to get out is the more realistic, and yes, valuable option than not being able to get out at all.
Asynchronization? yes
People are entitled to their opinion. Just because they don't agree with you doesn't make them wrong.
They're only wrong if they disagree with me
Anyway, at this point in time, it's over 2 to 1 against bailing. So I think the "silent majority" is speaking their mind.
example: think a map similar to ogledow. i'm in ogledow as a tank commander (extra cap power) in an is2. my tracks are disabled. my tank if out of ammo. the germans are making a final push into the capzone and it's 50/50. i have 2 options: stay in the tank, die and lose the cap and match. OR unbutton the hatch, jump out, stay in the cap to hold it, try to fight off the attackers with my pistol/smg, and preserve victory.
obviously, the second choice is the logical one.
Well, except for my viewpoint has been validated with an actual example of a scenario which happens in game (several in fact). I still have yet to see how letting tankers leave their tanks introduces all kinds of problems into RO and basically breaks the game.
Apologies if this has been posted before. I don't have enough time to read the whole thread...
I think bailing out of a tank is needed. Many times it has happened to me that I am in the middle of a battle in a tank as gunner and I received a phone call. What I usually did is to jump out of the tank, get myself shot in order to free the position for one of my tankmates in order to give them the chance to switch to gunner if needed. Usually I was killed then and waited at the spawn for the next tank coming up.
I know that I should be able multi-tasking a call and playing a game, but come on, give me a break...
I hate how people always bail right before you kill them in RO1.
It's even more annoying when you spawn as a tanker, but then all the tanks are gone.
Someone forgot to tell these Germans they aren't allowed to bail out of their tanks. Someone ban them.
And look how effective they were afterwards. (Notice one didn't quite make it out?) Did they help defend the capzone then? And the Allied commander at the beginning of the clip (you know, the one with no leg below the left knee), in RO I would imagine he would be deemed combat ineffective and respawned. He certainly wouldn't be running around hiding in the capzone either. As far as RO is concerned, he's dead. Bail = dead.Someone forgot to tell these Germans they aren't allowed to bail out of their tanks. Someone ban them.
YOU TUBE VIDEO
jump in a different friendly tank if one comes by etc. etc.
All the other nonsense of 'ineffectiveness' and 'asynchronicity' and 'gaminess' is just tacked on in an attempt to give it more validity; but those reasons are so flimsy and transparent to the fact that you all just hate it when people jump out of their tanks right before being killed. An animation will solve that problem.
You don't know that. Besides, what if there are suppose to be 4 tankers on a map, and 3 of the tankers are on foot? There goes 3/4 of your teams tanks.1) This is assuming there is only one tanker role for the map which doesnt exist in any map to date.
I'd say it's a pretty safe assumption the tank uniforms are based on the real tank uniforms. I very much doubt TWI would put in brightly colored uniforms to easily distinguish them. Sure friendly fire happens, as it did in real life. This is another reason that real armies don't field tankers as infantry.2) This is assuming the tanker uniforms will look exactly as they did in ROOST. Even if they do, teamkills happen regardless of uniform, this really isnt a good argument for locking tankers in their tanks.
See #13) Again, this is assuming there is only one tanker role, and it is also assuming the tanker would actually try to run all the way back to spawn instead of trying to link up with a friendly tank or help his infantry teammates closer to him.
See scuttle4) No one is forced to leave a tank that they want to stay in. Your idea forces people to stay in a tank they may want to get out of.
Cite me a source where tankers went in as infantry every time they lost their tank. The fact is tankers are there to tank, not be weak infantry.5) Compared to what reality? Before soldiers are placed in tanks, they are trained to fight as infantry in accordance with basic soldiering. Tankers carried sidearms other than pistols for a reason; not only to defend themselves but in the event their tank became useless and they couldnt just 'go back to base' as some of you think they always had the option of doing.
Agreed, but you were asking for examples of issues. So I threw it in.6) Fixed with the proposed animation delay.
Sure they can, in the ROHOS game. But a lot of that wasn't done in real life in WWII. They weren't suppose to go kill enemies on foot, as mentioned before. And jumping into a friendly tank is stupid, as it would already be fully crewed. If TWI wants to get people to act more realistically compared to WWII tactics, then this is a way to do it. If they want people to continue to "play the game" like a game, than the status quo would be fine.7) If an objective is empty, I dont see why one man couldnt hold that objective. If there are enemies in that objective the on-foot tanker wouldnt be taking the objective unless he was a Commander and his cap power was more than one single enemy. A tanker on foot can kill enemies, report positions, cap an empty objective and/or help to hold an objective, call arty if he is a Commander, jump in a different friendly tank if one comes by etc. etc.
No coding required? Really? It's not just animations that need to be done, it's also coding to go smoothly go from the scripted egress animation to standard first person animations. What if the ground level isn't the same each time, say if the tank is on a slope, or tilted. What if the egress point is blocked, or would lead to clipping? What about interruptible animations when the player is shot while doing the entrance or exit animation? How about coding for getting into a friendly tank? Will the player have to line up perfectly with the hatch to get into the entrance animation rail, or will the game have to move you to that position?8) As far as coding goes a tanker is merely an infantry soldier dressed in tanker garb carrying a pistol or sometimes a larger sidearm. There is no coding required. The only additional work would be the entering and exiting animations which should really be in the game anyway, I dont see how anyone could argue against having those.
Obviously these issues don't bother you. They do bother me. By the way, these aren't my ideas, and I'm not trying to take this away from you. These are TWI ideas, which as far as I know are already implemented.You're trying to take depth away from the game by disallowing tankers to go on foot just because you perceive these non-issues as a can of worms..