You can scuttle the tank.
So you die along with it? Your not the Captain of the Titanic here....
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You can scuttle the tank.
but sometimes you just have to get out and kill that pesky sod who is calling arty on your team, or the one enemy hiding in the cap zone preventing you from capping.
If both your tracks and your turret are disabled and you can't bail out, all you can do is sit there and wait to die, would real tank crew have done this?
It should be left up to Tank Commanders/crew to make an informed decision whether to bail or not, i too prefer to die in my tank,but sometimes you just have to get out and kill that pesky sod who is calling arty on your team, or the one enemy hiding in the cap zone preventing you from capping.
If both your tracks and your turret are disabled and you can't bail out, all you can do is sit there and wait to die, would real tank crew have done this?
Tank crew weren't "part of a tank", they were operators, sometimes highly skilled and trained human beings, which has been quite decently represented up till now.
But at least you get to look at how pretty the inside of your tank is, while your waiting.
Every single point you made is valid, and these things should be fixed,but not by completely neutering the tank role competely.
Red Ochestra stands head and shoulders above most other FPS. games mostly because of Tripwire's attention to detail and their high regard to making the game as realistic as possible, implementing a system like this which is totally unrealistic will make the games critics rub their hands with glee
I truly hope that Tripwire have a rethink, lets get back to a more realistic IMPROVED tank system, not some watered down easy way out.
If the tank is disabled in any way (movement/weapons) then they've said you can scuttle the tank. So it's technically the same philosophy as the player damage model.
Combat ineffective = dead. Only you get to decide when.
The current bail-out system (even if it were introduced with a timer) causes many problems in RO
*People driving to a capzone & ditching the tank
*People having bailed from their tank, waiting for another to arrive, getting in someone elses tank and driving away with it etc
*One of your crew getting out before you die - and whilst you go back to the spawn with the tank they don't so you have to have a new person in your tank
*Popping out of the tank and getting a cheap kill - blah blah, I cba to list faults currently.
It's bad for teamwork, and a little annoying.
Given that so much more attention to detail has been given to the tanks it would be a waste for it to be ruined by implementing an unrealistic system for entering and exiting the vehicle. The problems it solves, and the teamplay it encourages outweigh (in my opinion) the downside of not being able to bail out.
When you're wounded in RO2 you can bandage yourself up and continue fighting, you don't commit suicide because of a leg injury, the tanks should either be able to do minor repairs or just bailout when its stuck.
IRL, when you're leg is broken in 3 or 4 places, you don't die or commit suicide, but you don't keep fighting either. In the game, you're no longer considered combat effective, so you respawn.
Same concept for the tank. When your tank is knocked out, you are no longer a combat effective tank, so you respawn.
I imagine once you've taken the decision to "scuttle" the tank, the tank will explode as if it were destroyed.
I imagine once you've taken the decision to "scuttle" the tank, the tank will explode as if it were destroyed.
If an animation like that could be made,then surely an animation of a crew member baling out could be made?
bye bye :IS2::IS2::IS2::IS2::IS2:
Yes their are unrealistic aspects at present but the whole idea of a sequel or a game 2 is to fix some of the stuff that wasn't quite right in the first game, and make it betterI meant a simplified animation of getting out, kinda like in ArmA 2 when you get in and out of a tank.
You can say that not being able to exit the tank is unrealistic, but so are some of the things that happen when tankers exit their tank in RO... double edged sword here. Both options have realistic and unrealistic aspects.
"Should"...but can't. There are many techical and gameplay related (as we've mentioned - From standing in the spawn waiting for a tank and sharing it with a stranger with no interest in teamwork, to the complexity of implementation) reasons to stop this happening.The point is you shouldn't need to scuttle the tank,you should be able to get out (slowly) and carry on fighting with whatever weapon you have.
A soldier who is made combat ineffective in ROOST dies, something we all accept quite happily and have done since...? I don't see why the same philosophy can't be applied to the vehicles - I'm pretty confident they'll work far better as one entity than they have done in ROOSTA soldier wounded in the hand or arm can be considered to be combat ineffective, but few of them are gonna put a gun to their head and kill themselves.
The vehicle system in HOES (most probably - given that ROOST/DH vehicle system is still grounded in the vehicle system from UT2004?) isn't the same vehicle system, for all we know the way the tanks in HOES are coded (due to the complexity of accurately modelling them) spawns the tank as 1 "player" that up to 4 clients can share control of. What if the models you see inside the tank aren't player models that can just "exit", they are part of the model itself and are not able to leave it? Thus making coding their exiting the vehicle and entrance into the gameworld as a playable soldier in a realistic manner (i.e can be shot as they dismount the vehicle etc) a lot of work?The guys at DH have sorted the baling animation out, if you jump out the gunners position you end up standing on top of the turret until you jump down, whats wrong with that?
And to think, to this day, in American tanks, they've got loaders.
"Well the good news son, is you're joining armored cav. The bad news is, you're a loader."