YouTube - Rambo: Nothing is over!It isn't. I don't think anyone is contradicting themselves but, merely understanding both sides of the story and accepting the fact that they won't be able to hop out.![]()
This is kind of an unanswered question but I would make each tank count as 5 and each infantry count as 1.I have an other question
Say Both sides have no more reinforcements? And there are 3 infantry left on German side and 3 tankers on Russian side. Who is going to win this battle?
Stalemate?![]()
Hans, there is some tripwire fanboys in here that doesn't like you cause everyone of your posts are thumbed down, whether good or bad.
I personally like your posts cause they are the truth, and none of the fanboys wanna hear your truthful suggestions.![]()
I love how all the fanboys are "this would require too much effort for TWI." But then they contradict themselves when they praise TWI for making something more realistic, more immerssive with more features than the cookie cutter COD series that presently dominates the PC/console gaming market.
We are losing the argument because of where the argument is located.When you're losing the argument, shout "FANBOY" and you immediately shut up the opposition.
Really guys, if you have to drop that low, just stay out of the conversation.
Anyway, I'm sure the tanking will work out just fine.
But see there's the problem -- people who bail from tanks in RO1 don't walk all the way back to base. They either sit in a bush and hide, or try to cap an objective. Sometimes they just use tanks to GET to an objective, like a taxi, which is even worse.I've got a dead tank just up the road from my house.
Of the five man crew, one was killed instantly and the other four managed to bail out.
They were repatriated to safe ground, dusted down, stitched up and reincorporated with a nice new tank a month or so after, back into the field of action.
Again, the benefits of exiting do not necessarily justify the effort needed to implement it properly.
But see there's the problem -- people who bail from tanks in RO1 don't walk all the way back to base. They either sit in a bush and hide, or try to cap an objective.
i'd be temped to answer tripwire - but I can't recall them mentioning any benefits in the first place.Who says? You?.
I have an idea. Once RO2 is released you can start driving your Kubel around and picking up panzer crew to shuttle them back to spawn.
LOL what? Oh yeah that sounds like a great time. So now we are pulling away yet another player to do this shuttling business just so our bailed tankers can be useful to the team again. On a 64 player server. Naw, that isn't a waste of players at all!I have an idea. Once RO2 is released you can start driving your Kubel around and picking up panzer crew to shuttle them back to spawn.
See the problem is that you're offering logical subjects for consideration. We will have none of that here! Only stubborn arguing and restating your opinion over and over again!In the arguments insinuating that TW is being lazy or that its a "simple" matter of adding a few animations, it would seem to me that perhaps we are forgetting the AI in this new form of tanking. Hans comes close to considering them in his post regarding Steal Fury. (I haven't checked the link, but I would imagine that Steal Fury is an FPS tanking only game? If so, I imagine the conceptual goals of the game are quite different than that of RO:HOS and that since its inception Steal Fury dealt with tanking only battles? All conjecture on my part.)
But in the new method of having AI (these are not bots as we know them now mind you):
What happens to the AI when you bail?
Do the AI bail too?
Do they follow you?
Cap with you?
Hide? run? Continue to fight in the tank?
What coding is required for the AI?
Wouldn't any or all of these issues require a vast amount of additional coding other than 'mere' animation creation?
Before we judge TW for being lazy/imcompetent/unconcerned/whatever perhaps we should consider if there are more issues involved. Are there any? and/or do how do they affect the conceptual goals of the game at hand? Is the input:reward ratio (considering the goals) desirable?
I'd rather give a little to be able to play a well concieved game within the next year. From my experience with TW games, I'm more than happy to let them "fill in the minor 'blanks'" as long as they release a solid game within my lifetime.
Again, the benefits of exiting do not necessarily justify the effort needed to implement it properly...
Who says? You?...
And to all those out there who want to exit tanks, convince us!