Having recognized a potential flaw in the "Tank Locking" ability for tank commanders, I figured I should just make a suggestion thread for this rather than making an essay in somebody's else's thread.
Please read (or skim) though this, as it's sort of required to understand why I'm making this suggestion:
The current tank system, as I understand it. (please correct me if I'm wrong)
I am highlighting the key points for TL;DR
With that in mind, I see a potential flaw in this new system, which I will explain in this box:
Alright, with that out of the way, my suggestion is that there be a primary server-side options that go as follows:
Soft-Lock (this, IMO, should be the default server option)
- Upon choosing the Tank Commander class, and choosing to Lock your tank, you will be placed on the "Locked Tank List." Those who choose to leave their tank Unlocked will be placed on the "Unlocked Tank List"
What this means is that the tanks in the "unlocked tank list" will receive priority over those that are locked. The Unlocked Tanks will need to be filled up, and upon being filled up, the tanks that are on the "Locked Tank List," will be unlocked, so other players can join them.
It'd be a hierarchy system, based on the Tank Commander's Preference. So as long as people aren't flooding into the Tank Classes, a Tank Commander may choose to pilot his tank alone, so long as there are others who don't mind team tanking.
As another option, your placement on the "locked list" could be based upon your "tank reputation" so depending on how good you are, you will be encouraged to pair up with people of a similar skill, that way you wont be stuck with anybody whos far better or far worse than you.
Hard Lock Option:
- Tank locking is entirely up to the discretion of whoever nabs the Tank Commander class first. This (as I udnerstand it) is the current implemented system.
IMO, this should not be the default option. Many server operators are lazy, and will likely glaze over the server side options, the Soft Lock (IMO...) is a more moderate and balanced approach, and should be on by default so it is properly utilized. Those who want the Hard-Lock option can choose it in the server options if they go looking for it (good for solo-tanking servers)
Just my 200 cents.. :IS2:
Please read (or skim) though this, as it's sort of required to understand why I'm making this suggestion:
Spoiler!
The current tank system, as I understand it. (please correct me if I'm wrong)
I am highlighting the key points for TL;DR
RO2 Tank System said:Initially only "Tank Commander" classes will be open. Upon choosing a "Tank Commander" class, the Tank Commander is assigned to a tank (with it's residual AI crew) in which he will spawn, and two new classes will open up for other players. Upon choosing the TC class and leaving the tank "Open," other people may choose to pick a "Tank Crewman" class and spawn inside the Tank Commander's tank to perform their given duty (driver, hull gunner) If there are 4 Tank Commanders on the map, then there will be 4 tanks. If there are Four "Open" tanks, then there will be 12 slots total for tanker positions.
Now, the Tank Commander may choose to "Lock" his tank, thereby removing the ability for other players to enter his tank, and thereby removing the option for others to join as "Tank Crewmen," At this point he will be relying on the "AI Crew," which he can give orders to via the Numpad commands.
With that in mind, I see a potential flaw in this new system, which I will explain in this box:
The Problem said:Given that a Tank Commander may choose to lock his tank, he can thereby choose to go Solo Tanking. In ROOST if a person chose to solo tank, they'd be handicapped by the need to switch positions. In ROOST, if two people chose to tank as a team (driver and gunners) then they'd be rewarded with the ability to shoot and reload while moving, an ability which a solo tanker would not have.
Given that fact, a tank in ROOST with Three people in it would have been roughly 50% more combat-effective at minimum, than a tank with only one crewman, In theory, a a "Team Tank" would be able to engage multiple "Solo Tanks" at one time with reasonable success given their inherent teamwork advantage.
This is not the case in RO2. A Solo Tanker (IE: a tank with one human occupant) receives the same advantages as those who choose to Team Tank; both the Team Tankers and the Solo Tanker in RO2 have the ability to shoot and move at the same time. The Solo Tanker may also have an even more significant advantage over the Team Tankers, given that he essentially has the ability to control the direction and the gun of the tank at the same time, meaning he has direct control over the entire tank at once. Wheras Team Tankers need to relay info to each other (and have the lag between it)
Conclusion: On a Combined Arms map with limited Tank Commander slots, Tank Commanders will strip other players of the ability to play as Tank Crewman, especially since he gains an inherit advantage out of solo tanking. This is selfish and greedy, not the sort of conduct that should be surpported in a game like RO2 (in my opinion)
In tank combat maps that have unlimited numbers of Tank Commanders (ergo, have unlimited numbers of tanks) those who Team tank will be punished because they will likely be up against a superior number of single-human-occupant enemy tanks, so they will be at a distinct disadvantage, For the purpose of argument, if one team deides to Team Tank exclusively, and the other team decides to Solo Tank exclusively, then it will be 11 Tanks vs 32 tanks. I dont need a slide-rule to tell you that is completely unfair. Because of that conclusion, those who choose to Team Tank will be at a disadvantage themselves, and will put the rest of their team at a disadvantage. Ergo, the entire system encourages selfishness and lack of teamwork. Which; to my knowledge is sort of against the point of the entire game.
Alright, with that out of the way, my suggestion is that there be a primary server-side options that go as follows:
Soft-Lock (this, IMO, should be the default server option)
- Upon choosing the Tank Commander class, and choosing to Lock your tank, you will be placed on the "Locked Tank List." Those who choose to leave their tank Unlocked will be placed on the "Unlocked Tank List"
What this means is that the tanks in the "unlocked tank list" will receive priority over those that are locked. The Unlocked Tanks will need to be filled up, and upon being filled up, the tanks that are on the "Locked Tank List," will be unlocked, so other players can join them.
It'd be a hierarchy system, based on the Tank Commander's Preference. So as long as people aren't flooding into the Tank Classes, a Tank Commander may choose to pilot his tank alone, so long as there are others who don't mind team tanking.
As another option, your placement on the "locked list" could be based upon your "tank reputation" so depending on how good you are, you will be encouraged to pair up with people of a similar skill, that way you wont be stuck with anybody whos far better or far worse than you.
Hard Lock Option:
- Tank locking is entirely up to the discretion of whoever nabs the Tank Commander class first. This (as I udnerstand it) is the current implemented system.
IMO, this should not be the default option. Many server operators are lazy, and will likely glaze over the server side options, the Soft Lock (IMO...) is a more moderate and balanced approach, and should be on by default so it is properly utilized. Those who want the Hard-Lock option can choose it in the server options if they go looking for it (good for solo-tanking servers)
Just my 200 cents.. :IS2:
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