You guys don't read the fact thread much, do you?
Here's how (according to Ramm) the tank crew system works. A map has x number of tanks, and therefore x number of tank
commander roles.
If the commander decides to unlock his tank, crew member roles dynamically open so players can crew the tank.
So for example, lets say a fully crewed tank has 4 players. On a map with 3 tanks, there are 3 commander roles. If all of the commanders keep their tanks locked, there are 0 crew member roles available for humans to play. If say, 2 of the commanders decide to unlock their tanks, 6 crew member roles (the extra 3 slots per the 2 tanks) become available for humans to play. If you've got a map with only 1 tank, there is only one commander role available, and 0 crew member roles available,
until the commander decides to unlock his tank.
Here's Ramm's quote:
It doesn't work like there are ten tanks and ten tanker roles causing you to lose a tank if people team tank. If there are ten tanks there are ten tank commander roles, and if a tank commander unlocks their tank, tank crew roles dynamically become available. So the choice is never between having more or less tanks, rather you have to decide how to allocate your players between infantry and vehicles. If you team tank, you might have one less rifleman, but your tank will have an edge over other tanks. No-one will ever leave the spawn without a full crew either AI or human or a mix, and we won't provide the ability to disable AI vehicle crews, as it is unnecessary in this system.