Tank sub-classes

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Mormegil

FNG / Fresh Meat
Nov 21, 2005
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The thread on single vs. team tanking got me thinking.

I'd like to see on CA maps (where I hope to see forced team tanking), sub-classes for tankers, and you get stuck in that position. For example, you can be a tank gunner, tank driver, tank MG, or (God I hope), tank commander (with the ability to point at targets and objectives, like the infantry commander).

This would likely work with you spawning IN the tank already. This would force team tanking on CA maps, where there aren't a lot of tanks or tanker players available, and would be more realistic - and hopefully more fun.

Best if you can vote out a lousy driver / gunner if everyone else in the tank agrees he's an idiot.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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The feature list is probably already set by now, so either we can hope this is already in, easily addable (if TWI likes it), or someone writes a mutator.

Come to think about it, I wonder if someone could write a mutator for this on ROOST.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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While i like the idea of forcing people to work together, on larger tank maps when Im team tanking with buddies, one life i want to drive, if I want to gun the next then I have to change class and respawn. IMO this may be a bit overboard...
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
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really like that concept to be able to vote kick a player out of the tank if he's just not doing good enough. i've had times in pub matches where it was me and a clan mate trying to team the tank and we'd get a guy jumping into the driver spot driving wherever the hell he wanted to go, failing at hitting targets in the gunner, or spamming the mg until we were out of bullets......being about to have a majority vote kick in tanks would be a good idea.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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It would be handy if you could change classes while still in spawn for a limited amount of time.


so basically concrete the player into that slot when they leave spawn area, but in spawn they can choose any one they want. that dosent sound too bad. Except as a person who played countless hundreds of hours of orel I can say there are many times one man hops out of the tank at the cap zones to go check a house and tells the other guy in the tank to switch positions to gunner or somesuch; so this would hinder some of that gameplay.

At the bottom line it seems that every way people get concreted into role A,B,C in a tank hinders some of the things about tanking from RO that should not be removed for ROHOS.

And @ bswearer, yes votekicking would be awesome, that or commander locks tank.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Except as a person who played countless hundreds of hours of orel I can say there are many times one man hops out of the tank at the cap zones to go check a house and tells the other guy in the tank to switch positions to gunner or somesuch; so this would hinder some of that gameplay.

Which is why I suggest having this as a map specific flag to be utilized in Combined Arms maps (in my original post). I think it's great to have flexibility in primarily tank maps, and it allows the game to have more tanks roaming around.
 

reyalpOR

Member
Apr 29, 2010
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IMO :)

Force team tanking = No.

Might as well tether everyone together so people don't lone wolf. :mad:

Optional spawning in tank while someone already in it = Cautious, but considering it on maps with limited tanks.

Don't even want to think about bots getting a hold of this option, no matter how upgraded they are :eek:.

Voting out fellow crewman = Very bad.

2 to 1 vote: sorry ROplayer you may be the video game reincarnation of Michael Wittmann but Moe and Curly are voting you out :mad:

IMO :)
 
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Mormegil

FNG / Fresh Meat
Nov 21, 2005
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IMO :)

Force team tanking = No.

Might as well tether everyone together so people don't lone wolf. :mad:

I don't think that's a fair comparison. In real life soldiers are not tethered to your squad-mates. While in real life, tanks don't go out crewed with only one crew member. In essence, you are tethered to your teammates in a real tank, at least in real life. So why not so in ROHOS?

Voting out fellow crewman = Very bad.

2 to 1 vote: sorry ROplayer you may be the video game reincarnation of Michael Wittmann but Moe and Curly are voting you out :mad:

IMO :)

I'm willing to guess it's usually 1 idiot ruining the tank than 2 idiots most of the time.
 

reyalpOR

Member
Apr 29, 2010
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I don't think that's a fair comparison. In real life soldiers are not tethered to your squad-mates. While in real life, tanks don't go out crewed with only one crew member. In essence, you are tethered to your teammates in a real tank, at least in real life. So why not so in ROHOS?

I'm willing to guess it's usually 1 idiot ruining the tank than 2 idiots most of the time.

That fine line between realism and fun. :p

I fear tanking becoming far too complicated if forced team tanking occurs. Speculation of course.

Though, what would be the minimum amount of players to get the tank functional?

Anything less than a full crew is just as nonsensical as a one man crew.

Potential contradiction:
-Having a vote system with full crew mandatory?

However, we can always test one if not all of these features in the Beta right? :D
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
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This is actually a very good idea.

But, I am not sure if I like it or not.

I think it is fine the way it is right now.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Well, what if people spawn in tanks as their role, but can switch if they get a chance.

You can play rifleman, spawn with a rifle, but grab an MG if you come across one.


Spawning in tanks would also encourage team tanking, even if it's not required to take the tank out fully crewed.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
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that or commander locks tank.

as funny as that sounds, never thought of that possiblity but i kinda like it. jump in the tank and lock the hatches!

tank nub: (knocks on hatch) "oh hai can i playz wif u guys?"
commander: "have you played tanks before?"
tank nub: "oh is dat whut this is? i thoughts it was deh choppa! nvm i go finds deh choppa"
commander: "hey driver, let's lock the hatches just in case that guy comes back"

:D
 

Capt.Cool

FNG / Fresh Meat
Jan 5, 2010
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Sky high
This would likely work with you spawning IN the tank already.
This would force team tanking on CA maps, where there aren't a lot of tanks or tanker players available,
and would be more realistic - and hopefully more fun.

That would be great! :)
 

Kashash

FNG / Fresh Meat
Jan 27, 2008
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Yes I think it's a great idea, especially when sometimes you get shot after opening the hatch to look out and beacuse it's too far to run from the spawn and find a tank, often players change to a different role beacuse sometimes you have to wait too long for a tank to respawn again as it's still in action. However that you killed a crew popping up of his tank, the tank should be put then in disandvantage so I don't know how this would be implemented, maybe you couldn't respawn in the same tank anymore? Or have certain amount of time before it's unlocked again.
 

reyalpOR

Member
Apr 29, 2010
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Slight problem with in-tank spawning.

Scenario:
-Tank with 2 crew vs one enemy infantry
-Crewman unbuttons, then gets shot by infantry
-Remaining Crewman just sits there safe until fellow crewman spawns in tank again

Essentially the tank will never be taken out of action no matter how many times the crewman unbuttons then dies.

This is assuming empty tanks are not eligible to spawn in, reason why I used a 2 crewman example.

However, there could be a spawn limit per tank to however many positions there are available.

Example:
-3 crewman position possibilities, tank is eligible to have 3 in-tank spawns.

How about that ^^^ ?

Still say no to forced team-tanking.
Still say no to tank crewman majority kick.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Actually, I don't think spawning in tanks should be done outside of spawn area. If a crewman gets hit, that position should be dead. Another crewman can take their place, but that player has to wait to spawn in a new tank back at tank spawn.

So this goes with the flexible tank crew roles I mentioned earlier - where you spawn in that role, but can change if you want (hopefully without having to exit the tank as we do in ROOST).
 

reyalpOR

Member
Apr 29, 2010
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Actually, I don't think spawning in tanks should be done outside of spawn area. If a crewman gets hit, that position should be dead. Another crewman can take their place, but that player has to wait to spawn in a new tank back at tank spawn.

So this goes with the flexible tank crew roles I mentioned earlier - where you spawn in that role, but can change if you want (hopefully without having to exit the tank as we do in ROOST).

I see, that sounds better.