Forum Opinion on Tank Bailing Poll

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Forum Opinion on Tank Bailing Poll

  • Yes

    Votes: 82 52.2%
  • No

    Votes: 75 47.8%

  • Total voters
    157
Status
Not open for further replies.

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
..and there's a big part of my point.. you arent ineffective on foot as a tanker, you may be less effective because you arent surrounded by armor loaded down with heavy weapons, but you arent ineffective. You can still help to cap/stop a cap, and you can still kill. If you're a tank commander, you can still call arty!

Again, you are based everything in an imaginary game mechanic and not in a real life useful context

That's exactly where my arguments are based. They are based on how the capping system in RO plays right now, and how it seems to still play in HoS based on the videos we've seen. You guys act as though the capping system has changed to something else by giving these arguments of 'ineffectiveness' and whether or not a tanker has capping power or if a rifleman can weigh the same in a capzone as a tank etc, etc.. None of that means anything if the capping system is the same. So are you arguing for a different capping system at the same time as locking tankers in their tanks?

The system is already different, as tankers can't get out of the tank to go and cap, no moral dilemma for you, there is just no choice, no need to worry about it. It would be like spectators complaining about not being able to cap.

I also advocated for a 20-30 second exit/enter animation for tankers, so this would effectively limit the tankers ability to escape going down with the ship. It wouldnt happen like it does now where you just pop out. You would more than likely be killed inside of your ride, but having the option to exit should be there. It would be unrealistic if it wasnt there.

It would also be realistic to spend a week inside a train just to get to the battlefield, but as TWI wants the fun part of the war and cut the BS, for gameplay reasons is much better this way: You are a tanker and you play as one. The option shouldn't be there because it would spawn a huge load of problems of the current RO.

Next, exiting tanks is already there, it wouldnt need to be 'coded'. They would only need to add an animation for exiting and entering, and yes, I think it would be worth it.

Animations are quite a lot of work, then they need to test them, then they need to bug fix them, and then they would have a working system that breaks the game so you could have your exploit.
 
Last edited:

shea

FNG / Fresh Meat
Mar 18, 2010
37
14
0
Ireland,cavan
I play mostly tank servers,and alot of people do not like the idea of not being able to exit the tank,the think its dumb,it a game people not real life:confused::confused:
 
Last edited:
  • Like
Reactions: MEGADETHTHRETH

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,785
373
0
Goteborg, Sweden
Is it bad to decide your opinion based on the quality arguments you hear?

If you want to call "using your brain" "fanboyism", then sure do that if it makes you feel good ^^.

It makes sense to in some way take what TWI suggests as a little stronger argument than what some random dude says as TWI are most concerned about the best outcome.

Personally I don't call it "fanboyism", I call it "reason".
 
Last edited:
  • Like
Reactions: =GG= Mr Moe

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
..and there's a big part of my point.. you arent ineffective on foot as a tanker, you may be less effective because you arent surrounded by armor loaded down with heavy weapons, but you arent ineffective. You can still help to cap/stop a cap, and you can still kill. If you're a tank commander, you can still call arty!
Our point is, most of the time you aren't effective, and are much more effective in your tank. We can go on and on about this (I think we have). So once more it's a question of personal priorities. Is it more important to be able to occasionally save the day for your team as an unmounted tanker, or more important to provide your team with tank scale fire support?

Sometimes you'll win the match one way, sometimes the other. We think it's more likely (and hence more realistic) to keep you in the tank.

Another point is, if you sign up to be a tanker, you should tank. That is your role, that is your duty. You may not win every time doing it, but it "feels" more right that way to me and others who agree with me.

That's exactly where my arguments are based. They are based on how the capping system in RO plays right now, and how it seems to still play in HoS based on the videos we've seen. You guys act as though the capping system has changed to something else by giving these arguments of 'ineffectiveness' and whether or not a tanker has capping power or if a rifleman can weigh the same in a capzone as a tank etc, etc.. None of that means anything if the capping system is the same. So are you arguing for a different capping system at the same time as locking tankers in their tanks?
I'm of the opinion that an unmounted tanker shouldn't cap in ROOST, but at this point in the game's maturity, it would probably throw off the map balance to change it now. I think tankers capping was just grandfathered in as RO started infantry only, and Unreal Tournament didn't have dedicated classes, so everyone could role in the tank/vehicles and could cap.

With that in mind, I don't think an unmounted tanker in ROHOS (if they existed) should count for cap points. Since they don't exist, and hence don't count for cap points, then the capping system isn't exactly the same as ROOST, is it? We don't know if a tank has the same, more, or even any capping power on combined arms maps for ROHOS.


First, there's nothing gamey about being able to leave your tank, in fact it would be gamey if you were locked inside of it and your only option is to 'scuttle' aka suicide. Next, exiting tanks is already there, it wouldnt need to be 'coded'. They would only need to add an animation for exiting and entering, and yes, I think it would be worth it.

I guess one person's gaminess is another person's realism. I think it's gamey to have tankers on foot capping.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
..and being locked in your tank is not an imaginary game mechanic?

Yes it is, the difference is that yours is not necessary for gameplay and adds many problems for no gain at all.

mmm a lot of fanboyism here, Im sure if tripwire was putting in the ability to leave tanks and this poll was up, the majority of people who voted no on this poll, would vote yes to praise tripwire.

Obviously you didn't bother trying to read or understand our arguments.

And I'm a fanboy yes, but when I disagree with TWI I have no problems saying so, as I never hide the fact that I find the old RO:CA better than RO:Ostfront.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
That's exactly what happens with infantry in non-countdown mode. Once you're combat ineffective, you're dead to the team.



Fight for their lives? Sure. Fight for the objective? Not so much.
Exactly. Fighting for survival is one thing, but I doubt the majority of tankers in WWII who had their tank shot out from under them decided, "Gee wiz Bob, I think we should take it to the enemy! Grab your pistols men, we're going to war!"

This whole debate has gotten rather silly if you ask me. It has nothing to do with fanboyism ... it's common sense.
 
Last edited:

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
mmm a lot of fanboyism here, Im sure if tripwire was putting in the ability to leave tanks and this poll was up, the majority of people who voted no on this poll, would vote yes to praise tripwire.

Funny, I actually started this poll because of your post stating that most people on the server will want to be able to exit the tanks ( http://forums.tripwireinteractive.com/showpost.php?p=647807&postcount=7 ).

from the post said:
Not being able to get out of the tank sucks, people saying "aww its better that you can't exit tanks, tripwire know what they are doing....blah blah blah" are probably the ones sucking up to get in the early beta, Well, I'm sure you'll realise when you all play it that tanking won't be as much fun as RO1 in the sense of freedom.

I was curious to know what the forum community thought (I can't really post a poll in the servers). And what we've got so far is about 60% to 40% in favor of no tank exiting.

You can argue that Fed, Ender, Hockeywarrior, Grobut and myself are fanboys just sucking up to get a beta key. But that doesn't explain the other 37 people who voted no on tank exiting. I set it as an anonymous poll to make sure that wasn't an issue.

Besides, I beta tested before, and stand a pretty good chance helping out again. I don't have a reason to suck up. These are just my opinions. If I was really sucking up, I'd probably buy all of TWI games.
 

REZ

Grizzled Veteran
Nov 21, 2005
3,534
482
83
46
The Elitist Prick Casino
You guys, you can't argue from a realistic standpoint by advocating for something totally unrealistic. It kind of defeats your own points.

Sometimes you'll win the match one way, sometimes the other.

Thank you :). If you dont allow a tanker to leave his tank if he needs to, then you've taken one of those possibilities away. What 'feels' right to you guys, doesnt mean there is 'no gain at all' or 'you are ineffective' or any of the other misnomers you guys are trying to pin to letting a tanker get out of the tank. Your feelings dont make something true.
 
  • Like
Reactions: Snuffeldjuret

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
0
Denmark
You can argue that Fed, Ender, Hockeywarrior, Grobut and myself are fanboys just sucking up to get a beta key.

Ahh, but he cannot, as an Elitist Prick, i am garuenteed to be one of the first to get the beta regardless, it is my prerogative for beeing a man of wealth and taste.
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,785
373
0
Goteborg, Sweden
You guys, you can't argue from a realistic standpoint by advocating for something totally unrealistic. It kind of defeats your own points....
Sometimes you cannot have your cake and eat it too. In those situations I think the "overall realism" > "direct realism". Dunno if you understand what I mean.

I don't say I know s*** about war, all I'm saying is that your opponent in this discussion are making more compelling arguments for me.
 
Last edited:

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
You guys, you can't argue from a realistic standpoint by advocating for something totally unrealistic. It kind of defeats your own points.

Not when what you want to do is to add a feature so you are able to EXPLOIT a mechanic in an unrealistic way.


Thank you :). If you dont allow a tanker to leave his tank if he needs to, then you've taken one of those possibilities away. What 'feels' right to you guys, doesnt mean there is 'no gain at all' or 'you are ineffective' or any of the other misnomers you guys are trying to pin to letting a tanker get out of the tank. Your feelings dont make something true.

the truth is that being able to leave the tank creates too many problems, and I'm getting tired of repeating it over and over and over and over. You just don't get it.

How about you find yourself a solution that lets you get out of the tanks and at the same time, solves all those problems like the asynchronization with your tank mates?
 

REZ

Grizzled Veteran
Nov 21, 2005
3,534
482
83
46
The Elitist Prick Casino
Neither do yours. Hence a difference in opinion based on what we prioritize.

Well, except for my viewpoint has been validated with an actual example of a scenario which happens in game (several in fact). I still have yet to see how letting tankers leave their tanks introduces all kinds of problems into RO and basically breaks the game. All I have heard is how some guys want me to stay in my tank after its been disabled (or just suicide) because they think thats where I should be even if I'm capable of continuing on and helping the team. No real examples of anything, just a lot of how you would like things to be because you feel thats how it should be.
 
Last edited:

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
Well, except for my viewpoint has been validated with an actual example of a scenario which happens in game (several in fact). I still have yet to see how letting tankers leave their tanks introduces all kinds of problems into RO and basically breaks the game. All I have heard is how some guys want me to stay in my tank because they think thats where I should be even if I'm capable of continuing on and helping the team. No real examples of anything, just a lot of how you would like things to be because you feel thats how it should be.

ASYNCHRONIZATION WITH YOUR TANK MATES

4th time I said it already, so maybe this time you'll see it
 

REZ

Grizzled Veteran
Nov 21, 2005
3,534
482
83
46
The Elitist Prick Casino
You just don't get it. -childish big colored letters-

Ya, I get it. You want me to start in a tank, die in a tank, and be able to do nothing else but be in a tank. If I get disabled in any way, I have to commit suicide because thats somehow better for the gameplay.

Asynchronization huh, tell me, cause I honestly dont know... has TWI confirmed that you cannot single crew a tank?
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
Ya, I get it. You want me to start in a tank, die in a tank, and be able to do nothing else but be in a tank. If I get disabled in any way, I have to commit suicide because thats somehow better for the gameplay.

I'd rather want you to play infantry and leave tanking to someone who actually likes it.

Asynchronization huh, tell me, cause I honestly dont know... has TWI confirmed that you cannot single crew a tank?

You can, but the most common scenario is that people want to share tanks with friends. If someone dies outside, or the tank explodes when someone is outside, then he is useless and screwed, is not fun for him, and not fun for the tanker who has his tank capabilities reduced (and not playing with his friend).

What if they are all out when the tank explodes? Will the team play with one less tank because a bunch of guys wanted to run around with pistols?

-childish big colored letters-

They need to be childish so the children stop ignoring them.
 
Status
Not open for further replies.