I've updated my wishlist. Lots of the old wishes happened to have made it into Ostfront. Here are some new ones and some unfulfilled old ones.
Commander:
Exiting:
For all: add a major delay in exiting the tank. Right now, if there's infantry coming up, you can pop out, SMG them down, and pop right back in.
Switching:
Now many people complain about the instantaneous switching of positions. In general, I'd like to see a delay in switching positions, but that could be detrimental to tank maps when you don't have enough players.
A solution might be to implement "AI" for whatever position you're not currently occupying. So if you're Commander, there's an AI/bot driver that could rudimentally follow your orders (Attack Peninsula), just like the current bots do. You should also be able to tell the MGer to either hold or open fire.
Unless the pinpoint accuracy of the bot's tank aim has been fixed, I'd prefer to not see AI gunners/commanders when you're driving.
With this implementation, switching positions isn't really "switching positions" just taking over control of the AI/bots, which I think is fine.
Damage:
Commander:
- Fine range adjustment key. Sometimes that target is at 550 meters. Either a shift key (like hold jump and pressing lean) or a separate key for 10 or 25 (pick one) meter increments.
- Add panoramic scope for gunner (less magnification, so you have as good if not better situational awareness)
- Add Obvervation Periscope view (less magnification, so you have as good if not better situational awareness)
- Have pistol available when out of cupola
- Limited movement when out of cupola, leaning and ducking
- Limited movement with cupola view, with leaning sideway and "leaning" forward for better visibility
- Have at least 3 gears - one slow (infantry walking/jogging speed) and for climbing, one fast (basically what we have now), and Reverse, shift up with jump down with crouch. Or at least the option to go to Manual (right now the game changes gears automatically for you).
- Speedometer either in HUD or 3D gauge (looks like a working tachometer too)
- Smoke screen if available
- Limited movement when buttoned, with leaning sideway and "leaning" forward for better visibility
- Ability to unbutton to help in situation awareness
- If a second MG is available, allow switching between the two, or have 2 MG positions (IS-2)
Exiting:
For all: add a major delay in exiting the tank. Right now, if there's infantry coming up, you can pop out, SMG them down, and pop right back in.
Switching:
Now many people complain about the instantaneous switching of positions. In general, I'd like to see a delay in switching positions, but that could be detrimental to tank maps when you don't have enough players.
A solution might be to implement "AI" for whatever position you're not currently occupying. So if you're Commander, there's an AI/bot driver that could rudimentally follow your orders (Attack Peninsula), just like the current bots do. You should also be able to tell the MGer to either hold or open fire.
Unless the pinpoint accuracy of the bot's tank aim has been fixed, I'd prefer to not see AI gunners/commanders when you're driving.
With this implementation, switching positions isn't really "switching positions" just taking over control of the AI/bots, which I think is fine.
Damage:
- Effects of engine damage - lower top speed / acceleration, and possibly eventually dying (a la IL-2)
- Damageable turret ring (locks up when hit enough)
- Damageable optics
- Damageable cannon barrel (with external damage visible)
- Increase track damage area to cover not just the bottom of the tracks, but the whole thing, and allow shells the ability to penetrate the hull after hitting tracks (right now, I think it may be one or the other) - externally visible damage to tracks
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