In this thread, post what you would like to see in ROHOS tank wise.
Besides proper animations and tanks being able to roll over weak obstacles:
PLEASE MAKE BEING IN TANKS FEEL SOMETHING LIKE THIS.
YouTube - LEBANON trailer
I know this film isn't 100% realistic, I have no clue what its really like in a tank, but I think realism of 'feel', is just as important as realism of tank stats.
One of my biggest problems with tank gaming in RO-OST, is that it does not feel as immersive and intense as infantry combat, one of the reasons i love RO.
-realistic lighting
The inside of tanks on RO:OST are all perfectly lit, no shadows or darkness, I know this is a limit of the UE2 engine but I hope they add this in ROHOS.
-WORKING DIALS/DETAIL
inside tank you should be able to read dials that correspond to real factors (oil, fuel etc)
I know there'll be no refuelling in game, but say if the fuel tank is penetrated, you should start losing fuel and when you run out the engine wont start, this is better than having an ICON on the screen saying fuel tank is hit.
Also, have any SMOKE, OIL, FIRE visible inside the tank if its meant to be there. In RO-OST the whole tank can be about to blow and it looks no different from a new tank.
Also let me see ammo, and if I'm in the MG position, let me see an animation of the reloading.
-Radio
In tank radio (voice communication) + radio communication with other radios in game (possibility of listening to enemy radio if tuned to right frequency?)
This would have to go with a 3D voice system that would mean voices can't be heard all over the map, only in proximity / over radio.
-MOVEMENT
Not just animation getting in and out of the tank, but inside you should be able to move (with WASD) from different positions. Also when climbing out of the tank, you should be in control, not a played animation, so that you can shoot and duck as you get out of the hatch.
-SOUNDS
This is one of the most important parts. In RO:OST tanks don't sound any different whether you're inside or outside the tank, and of course they should be LOUDER. (maybe allow an option for quiet tanks for those who dont want the realism)
When inside the tank fires its cannon, it should, sound, look and feel (screen shake?) like it would in real life inside, not the same sound inside and out.
If the Turret Traverse is broken let me HEAR to grinding of gears. If the engine is damaged let me HEAR it struggling.
If the tank is hit by another tank, you should be able to 'feel' it, and the tank crew should experience similar affects to real life.
In RO:OST if someone shoots close to you, you can "feel it", in tanks, a shell can bounce off or penetrate, but you can barely tell except for a small noise.
Getting hit in a tank should "shock" you like being shot close to does as infantry.
In tanks in RO:OST I feel like I'm sitting in a clean simulator, not a real, cramped, loud, oily tank.
Also in Realism servers, turret traverse should NOT work without the engine being switched on, Driver should be able to switch the engine on or off by looking at the controls and pressing USE (this would add to gameplay, trying to get engine to start if the tank is damaged).
This would make team tanking much more important.
Also if the engine is on, and the driver is killed, the engine should not automatically switch off. This way if the driver is killed by PTRD, or explosive force, the tank will keep on driving if the throttle is engaged, so killing a driver is more realistic since one of the other tankers will have to get in the driver seat to stop the tank.
In RO:OST infantry feels immersive and realistic.
Tanks feel detached and like a simulator.
The armour penetration and ballistics can be right, but without realistic feel, it loses out on the experience.
Besides proper animations and tanks being able to roll over weak obstacles:
PLEASE MAKE BEING IN TANKS FEEL SOMETHING LIKE THIS.
YouTube - LEBANON trailer
I know this film isn't 100% realistic, I have no clue what its really like in a tank, but I think realism of 'feel', is just as important as realism of tank stats.
One of my biggest problems with tank gaming in RO-OST, is that it does not feel as immersive and intense as infantry combat, one of the reasons i love RO.
-realistic lighting
The inside of tanks on RO:OST are all perfectly lit, no shadows or darkness, I know this is a limit of the UE2 engine but I hope they add this in ROHOS.
-WORKING DIALS/DETAIL
inside tank you should be able to read dials that correspond to real factors (oil, fuel etc)
I know there'll be no refuelling in game, but say if the fuel tank is penetrated, you should start losing fuel and when you run out the engine wont start, this is better than having an ICON on the screen saying fuel tank is hit.
Also, have any SMOKE, OIL, FIRE visible inside the tank if its meant to be there. In RO-OST the whole tank can be about to blow and it looks no different from a new tank.
Also let me see ammo, and if I'm in the MG position, let me see an animation of the reloading.
-Radio
In tank radio (voice communication) + radio communication with other radios in game (possibility of listening to enemy radio if tuned to right frequency?)
This would have to go with a 3D voice system that would mean voices can't be heard all over the map, only in proximity / over radio.
-MOVEMENT
Not just animation getting in and out of the tank, but inside you should be able to move (with WASD) from different positions. Also when climbing out of the tank, you should be in control, not a played animation, so that you can shoot and duck as you get out of the hatch.
-SOUNDS
This is one of the most important parts. In RO:OST tanks don't sound any different whether you're inside or outside the tank, and of course they should be LOUDER. (maybe allow an option for quiet tanks for those who dont want the realism)
When inside the tank fires its cannon, it should, sound, look and feel (screen shake?) like it would in real life inside, not the same sound inside and out.
If the Turret Traverse is broken let me HEAR to grinding of gears. If the engine is damaged let me HEAR it struggling.
If the tank is hit by another tank, you should be able to 'feel' it, and the tank crew should experience similar affects to real life.
In RO:OST if someone shoots close to you, you can "feel it", in tanks, a shell can bounce off or penetrate, but you can barely tell except for a small noise.
Getting hit in a tank should "shock" you like being shot close to does as infantry.
In tanks in RO:OST I feel like I'm sitting in a clean simulator, not a real, cramped, loud, oily tank.
Also in Realism servers, turret traverse should NOT work without the engine being switched on, Driver should be able to switch the engine on or off by looking at the controls and pressing USE (this would add to gameplay, trying to get engine to start if the tank is damaged).
This would make team tanking much more important.
Also if the engine is on, and the driver is killed, the engine should not automatically switch off. This way if the driver is killed by PTRD, or explosive force, the tank will keep on driving if the throttle is engaged, so killing a driver is more realistic since one of the other tankers will have to get in the driver seat to stop the tank.
In RO:OST infantry feels immersive and realistic.
Tanks feel detached and like a simulator.
The armour penetration and ballistics can be right, but without realistic feel, it loses out on the experience.
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