THG repo said:
I notice the staff quickly killed the idea due to crew numbers...
But stationary guns could easily be loaded and fired with one man in-game.
I think its worth it the "crew" numbers debate dosnt really affect games.
Woah there. The staff hasn't "killed" anything.
I would like to make it clear that when I participate in discussions I am not wearing my staff hat. I am participating as a person interesting in games, in Red Orchestra specifically, and in making maps for games. I find these discussions interesting and I like to provide a devil's advocate input to make sure the ideas raised are workable.
Please do not interpret my contributions as commitments by the team. I would hate to restrict discussion of anything game related on these boards and if people assume my contributions imply team commitments I would have to discontinue participation. I'd hate that.
Anyway, there are a few fundamental things that reduce the usefulness of anti tank guns in a game like Red Orchestra (at the moment). This is not a comment on the value of at guns, simply recognition of reality.
1. The primary value of anti-tank guns are their small size and ease of concealement. If guns are not movable all of those advantages disappear. Tanks don't fear anti-tank guns when they know where they are.
2. Moving anti-tank guns is clearly not a one man operation, even for the smallest Pak35/36.
3. If we don't want to bother with crew for anti-tank guns, what are the implications, in terms of gameplay, of anti-tank guns that can be operated by one player? For that matter, how do anti-tank guns respawn?
Anti-tank guns work fine in Battlefield 1942, but I don't think anyone believes that same system would fit Red Orchestra.
Anyway, I apologize if anyone got the impression that the team was saying anti-tank guns were "killed".