In the new Rock, Paper, Shotgun article, Ramm-Jaeger mentioned that TWI is considering tank repairs. He also conceded that there aren't very many repairs that can be realistically completed during a map in RO.
Now I've always been more on the realism side of the Realism vs Gameplay spectrum, and I'd rather not have repairs done the way tank resupplies were done in Ostfront (drive into an area, and shells are magically reloaded into your tank at unrealistic speed). However, I completely understand the necessity of this from a gameplay perspective. The player can't wait for a reload or repair that would take hours in a game that lasts maybe 30 minutes at most.
Here's my idea to allow for quick repairs and reloads without making it look like your tank is being reloaded or repaired unrealistically quickly:
Don't reload or repair the player's tank, just replace it.
With a little bit of mapping, a few animations, and a little bit of AI scripting, this could be done in a beautifully immersive manner. Imagine this:
You're in a tank that has just lost its combat effectiveness; your optics are out, your turret is too damaged to function, most of your crew is dripping off the armor, or you're out of ammo, whatever. You drive your tank back to the resupply/repair area. It is a small hangar with some fresh (real, playable) tanks waiting in front and a few fake (static mesh) damaged tanks being worked on by some AI in the rear (whacking the static mesh tanks with hammers, or whatever). You arrive in your smoking/bloody/ammo depleted hulk, and the guy in charge there says "Hey, go take that one over there!" You and what's left of your crew hop out, and take a new tank, finding fresh AI crew in whatever slots aren't already filled. Meanwhile, an AI driver comes out of a door/from behind a curtain/around a corner and hops in your old tank. He drives it into the back of the hanger, and around a corner/behind boxes/past a curtain where it can be "repaired/resupplied" (despawned). You and your crew drive away in your shiny new tank.
IMO, solves the realism vs gameplay problem quite elegantly. From a gameplay perspective, the player gets his quick repair/resupply. From a realism/immersion perspective, however, he isn't magically getting his old tank fixed; his old tank is in the back somewhere undergoing hours of servicing. It is win/win
I think the only really hard thing to do here would be the animations for AI repairing a tank. Building a good repair hangar shouldn't be too hard for the mappers, and any retarded AI can be scripted to hop in a tank and drive it from point A to B over and over.
What do you guys think? Am I missing something? Do you have any ideas that could make this better?
Edit: Just to clarify, I mean you would drive your damaged but still drivable tank back to the hangar, not jump out of one and walk all the way back.
Now I've always been more on the realism side of the Realism vs Gameplay spectrum, and I'd rather not have repairs done the way tank resupplies were done in Ostfront (drive into an area, and shells are magically reloaded into your tank at unrealistic speed). However, I completely understand the necessity of this from a gameplay perspective. The player can't wait for a reload or repair that would take hours in a game that lasts maybe 30 minutes at most.
Here's my idea to allow for quick repairs and reloads without making it look like your tank is being reloaded or repaired unrealistically quickly:
Don't reload or repair the player's tank, just replace it.
With a little bit of mapping, a few animations, and a little bit of AI scripting, this could be done in a beautifully immersive manner. Imagine this:
You're in a tank that has just lost its combat effectiveness; your optics are out, your turret is too damaged to function, most of your crew is dripping off the armor, or you're out of ammo, whatever. You drive your tank back to the resupply/repair area. It is a small hangar with some fresh (real, playable) tanks waiting in front and a few fake (static mesh) damaged tanks being worked on by some AI in the rear (whacking the static mesh tanks with hammers, or whatever). You arrive in your smoking/bloody/ammo depleted hulk, and the guy in charge there says "Hey, go take that one over there!" You and what's left of your crew hop out, and take a new tank, finding fresh AI crew in whatever slots aren't already filled. Meanwhile, an AI driver comes out of a door/from behind a curtain/around a corner and hops in your old tank. He drives it into the back of the hanger, and around a corner/behind boxes/past a curtain where it can be "repaired/resupplied" (despawned). You and your crew drive away in your shiny new tank.
IMO, solves the realism vs gameplay problem quite elegantly. From a gameplay perspective, the player gets his quick repair/resupply. From a realism/immersion perspective, however, he isn't magically getting his old tank fixed; his old tank is in the back somewhere undergoing hours of servicing. It is win/win
I think the only really hard thing to do here would be the animations for AI repairing a tank. Building a good repair hangar shouldn't be too hard for the mappers, and any retarded AI can be scripted to hop in a tank and drive it from point A to B over and over.
What do you guys think? Am I missing something? Do you have any ideas that could make this better?
Edit: Just to clarify, I mean you would drive your damaged but still drivable tank back to the hangar, not jump out of one and walk all the way back.
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