Our halftracks are not in a stage where anything is finalized so we don't have anything to say at this time. We are focusing on getting the two new tanks out first.
I thought of a few possible ideas for the transports.
#1 - Anyone who is going to drive the HT or other Transports should be by the door for driving and then animate them getting in, turning on and away they go.
For anybody getting into the HT, one can hop into the passenger side with animation, and anybody who hops in the back, all enter in an order, with the first person manning the MG and others take an order of seats in the back. As someone decides to get out, they can switch to the closest body to the exit and animate out in the same order, but in reverse.
However, nobody should be permitted to jump out instantly while moving at a certain speed. If they are permitted, then they should take considerable injury or death.
#2 - Much the same as the above, but perhaps only the driver can trigger people to exit their transport at a specific time in order to make things simple in coding the various animations & locations.
Use button to enter/exit.... jump/climb over/action button can be the emergency hop out the side.... depending on which you decide to do while moving, determines the injuries.
Everything else can work just as it did in previous RO's.
Or Option #3:
Get rid of in and out animations all together and have people insta'spawn like the olden days. There's plenty of detail and immersion improvements already from previous RO's..... work on that crap later.
If people complain.... they can go look for another popular MP FPS that has fully functioning enter/exit animations into tanks and other vehicles......
..... Oh wait.
Just my 3 cents
Besides, people can't expect some friggin real life "excuse me buddy" *shove through the other guys to the exit* in full detail, or popping out to shoot through the windows or over the back.
I'd be cool with doing it the old school way..... let's do the basics, get them working in beta, pop that into the game, then do some tweaking, beta, pop it in the game..... and so on.
I still remember the early tank/truck/ht days of the mod..... flipping trucks on a dime was cool, as well as the tanks that if turned too fast, they'd go nuts too, due to the old UT2004 tank physics (if I remember correctly)
During that time I was screwing around with some UT maps and modeling Sten SMG's, Panzerschrecks & a Stug III..... things are a bit tricky..... and since it was a mod, people knew it was a work in progress, and I think everybody who played, loved being able to test things out, regardless of how buggy it was.... they were using something cool.
Of course this isn't a mod anymore, but beta'ing something that may be missing things until they're stable and not buggy... and then tossing that into the game, and then adding to it later on.... I think most people can enjoy that and have that old "Something is actually in the works, this game is alive, and we're using something new and cool"
But waiting for months? I'm not good with long term suspense, but thems the breaks I guess.... but I'd enjoy testing things out even if they're not complete.
I'd also enjoy a beta server closer to the other side of the world so more people, such as myself, can test these new things out without having to deal with 300-400 + pings.
Those kind of numbers make my penis go limp and sad.
I'd also enjoy not having to work ever again, and everything being paid for magically, and hug a rainbow.... but we can't all get what we want :IS2:
Other than Gumrak (and Arad2) I can't think of any map that would benefit by adding APC's. More tanks are definately the way to go.
Spartanovka
Barracks (If you get engineers to take out some Road Blocks.
Com's House
Pav's House
Red October Factory
Fallen Fighters
Seems like there's plenty of space for them on those maps.
I fear that APC's would turn a perfectly good infantry only map into a bum-rush for the cap zone that would now be domidated by a mobile MG bunker with 8 guys hiding inside.
Have some AT & Engineer guys lob an AT grenade or AT Rifle, or have a couple of MG's setup to get 8 easy kills.
Have it so that there's only a one person cap power with the transports, and you have to get out of them and actually occupy space and dirt with troops to get more capping power..... which stalls for enough time for your team to follow/track these big, noisy things to wherever they're going, and mop the floors with them.
If they're trying to clear the way to the cap zone, that means they have to go slower, which means still an easy target.
Frig, they were easy in previous RO's..... a grenade here, a well placed shot there by a normal weapon.... they're not that over powered.
Once a couple of people try to rush on the map, in a day, people around the world will know the most common paths they take, and the easiest way to flank & blow them up.
You are of course correct, Catalavos.
Half-tracks would be completely useless on Apartments, for example.
C'mon, where they on Danzig? Don't be silly
Oh and everybody.... keep in mind that in both ROCA and RO1, the Transports blew up pretty quickly and pretty easily from one good shot from an AT Weapon.... yet people still used them. In both sides, people will try to use them to get a quick cap, and the other people who hate that will be waiting with their AT weapons, sniper rifles and MG's..... just like the old days.