What if 1/3 or 1/2 of your tankers are on foot? There goes 1/3 to 1/2 of your tanks.
What if it's a combined arms map, with only 1 or 2 tanks per side?
When does war ever go as planned?
What if 1/3 or 1/2 of your tankers are on foot? There goes 1/3 to 1/2 of your tanks.
What if it's a combined arms map, with only 1 or 2 tanks per side?
Bailing out tank vs tank is pretty lame. But Its different when the tanker bails out to shoot at the at infantry near his tank, I still want the option to bail out.
When does war ever go as planned?
Hey, remember that post I made where I suggested you should be able to respawn as a tanker on foot with no penalty? Yeah, I think I suggested it as a solution to this problem. Go read it.
I did read it, but just like every opposing view you come across, I also brushed it aside like nothing was written at all.
Clearly some people aren't happy when TW takes lazy and unimaginative ways to solve problems. Clearly some other people aren't actually willing to have a rational discussion.Clearly some people just aren't happy unless things are done their way.
Rational discussion? So calling TWI "lazy" is part of your rational discussion? No thanks.Clearly some people aren't happy when TW takes lazy and unimaginative ways to solve problems. Clearly some other people aren't actually willing to have a rational discussion.
Do that and you would likely end up with even more complaints.
People would be upset that they might as well be dead and respawning once they bail out since they can't do jack but run around and be a target.
Also, notice how this is basically their function in the first game once they're separated from their tank. Unless they screw around and play super secret undercover satchel agent, they're pretty much SOL.
Rational discussion? So calling TWI "lazy" is part of your rational discussion? No thanks.
is why no-bailing is a bad solution, when better alternatives which preserve the positive aspects of bailing, while largely eliminating the problematic ones (like the one I suggested) exist.solving a perceived problem by just simply cutting out what was realistically possible, at the expense of immersion and depth, not to mention introducing a host of issues on its own
Simplest solution? Yes. Best solution? Not by a long shot. It would be a fine solution if none other existed. But as I recall, I posted some suggestions that have yet to receive any significant amount of rebuttal. Can you explain to me how my suggestions are worse than TW's?I don't see it as lazy -- I see it as the simplest solution to a very complex problem.
When you're outnumbered and the equipment you are trained for is inoperable, it only makes sense to fight as infantry. The Luftwaffe did this heavily near the end, so why can't tankers do this, too?
If this is basically their function in the first game, and you predict this will upset people, then how is FURTHER restricting the tanker's abilities better?
Oldih said:get slaughtered the moment you'll put your head out of any of the hatches during the animation. This would cause a problem than being able to exit the tank AND survive would be nearly impossible combination
Because it isn't restricting them at all?
Tankers weren't given many weapons or ammo for a reason. Their profession surrounds the tank, and that's it. People choose the tank classes to drive and operate tanks.
From what I know, tankers actually bailed quite often - pretty much when they felt they had little chance of surviving. The tank battle in Cologne that Hans posted is a good example of this. The Panther takes one hit, and the crew bail out, even before (IIRC) the tank catches fire. The Sherman takes a single hit, wounding 3 of the 5 crewmembers, and they all bail out. A tank that has been penetrated by an enemy weapon is definitely not safer than being outside your tank (which may not necessarily be an open field). Not only are you a bigger target, which the enemy has already zeroed in on, after the first hit, its quite clear that the tank WILL be destroyed, while escaping on foot still leaves you with some chance of escaping.Previously in RO, when tanks were disabled by track damage, few bailed because the tank was still able to cause damage. The only time anyone ever bailed out of a tank was to save their own skin and deny other players a kill. Mostly because they KNEW when the tank was going to be destroyed. They would pop out even if it meant being completely useless to the team for however long they managed to survive.
In real life, I can't imagine wanting to bail out from a tank for anything but a serious fire. You are much safer with thick steel surrounding you than a wide open field. But I do imagine there was some sort of procedure for this in order to deny the enemy vital technology. Simply ditching a vehicle because the tracks are off is out of the question.
Restricting player tankers to the confines of the tank works best to satisfy realism, gameplay, and realistic development time. If you can't agree with that then there is no swaying you and we're all here basically talking to a wall.
I don't think it's a laziness issue. It's a judgement call. Ramm has stated he believes tankers fighting on foot is "lame."
So why would they put something in they think is lame, that comes with a bunch of extra complications?
In each of these three examples, being locked inside of your tank is detrimental to gameplay
Dwin said:its quite clear that the tank WILL be destroyed, while escaping on foot still leaves you with some chance of escaping.
As I understand it, Ramm thinks it is "lame" because of the problems that were present in the first game. Fix those problems (as per my suggestions), and it won't be lame.
You have to consider the effort required to "fix" all the issues and weigh that against the benefit to the gameplay it would bring.