That:
Points 1. and 2. I agree with very much.
Point 3.: "mini-game" could be made quite simple: say, holding "R" (reload key) for a few seconds could make the player move to the loader seat. Then, something like a well-timed press of the "R" key (at some appropriate time) would optimize reload time, so a perfect timing gives a reload time equal to that of the AI loader (+ the time it takes to move to his seat, of course), whereas a bad timing gives a penalty. Not pressing the "R" key falls somewhere between the two. It's simplistic, it's shamelessly borrowed from Gears of Wars, but it adds that little "hey, I'm doing something! And I my good timing makes me reload better" element to engage the player somewhat in the otherwise very passive (for the player: no input) animation of going from the gunner seat to the loader seat and reload.
Feel very free to disagree
Of course another, simpler solution would be to order a remaining AI crew member to reload the cannon when it's empty (so as the gunner, say when you simply press "R" (without holding it), an AI moves from his position to load the cannon, then moves back to his original seat).
Just some thoughts.
That:CCCP said:There will be extra animation for gunner I'm sure and this will slow you and give you less time to aim. Plus this explain Ramm sick logic of shooting loader just to make gunner on opposing tank suffer
And that:Mormegil said:I think TWI also considers it realistic that if the loader gets killed, somebody else in the tank can load. It'll take longer, but I dont' see why it's physically impossible for the gunner to squeeze in and reload the breach, and go back to his seat.
That's like saying if an MGer infantry gets killed, that MG can no longer be used. Of course somebody else can and will grab it if given a chance, and use it.
DiedTrying said:1. Going to "that supply-place-thingy" and instantly getting a fresh loader isn't realisticNylle said:And if you want to do annything about it someone would have to sit at the loaders place and play that "loading mini game".
2. Tankers are trained in all aspects of their tank, if someone is hurt someone else can fill in. It wasn't uncommon for loaders to die in WW2, and the tankers didn't abandon their tank or go to a resupply thingy, they took the extra time to reload the shells or had the hull MGer load.
3. Mini games are not fun, not even sure how you would implement shell loading that would make it any fun or realistic in any way.
Points 1. and 2. I agree with very much.
Point 3.: "mini-game" could be made quite simple: say, holding "R" (reload key) for a few seconds could make the player move to the loader seat. Then, something like a well-timed press of the "R" key (at some appropriate time) would optimize reload time, so a perfect timing gives a reload time equal to that of the AI loader (+ the time it takes to move to his seat, of course), whereas a bad timing gives a penalty. Not pressing the "R" key falls somewhere between the two. It's simplistic, it's shamelessly borrowed from Gears of Wars, but it adds that little "hey, I'm doing something! And I my good timing makes me reload better" element to engage the player somewhat in the otherwise very passive (for the player: no input) animation of going from the gunner seat to the loader seat and reload.
Feel very free to disagree
Of course another, simpler solution would be to order a remaining AI crew member to reload the cannon when it's empty (so as the gunner, say when you simply press "R" (without holding it), an AI moves from his position to load the cannon, then moves back to his original seat).
Just some thoughts.
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