Princeps Marcellus
Expert Intervention Caldari State
226
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Posted - 2013.09.21 02:05:00 -
[1] - Quote
The goal of this thread is to move the discussion about tanks away from the currently existing loaded questions and enmity between tankers and AV. Just so that you have an idea of where I'm coming from, I was mostly a tank pilot when I played Dust back in 1.0-1.2. I've become more of an Amarr laser rifle focused infantryman in 1.3, and I am not active in 1.4. Please keep in mind that patch 1.6 will be changing the dynamics of tanks already.
I'll be taking on these points individually.
Quote:1)driver drives and operates front turret and tanking modules 2)main gunner operates main turret and turret modules.
The goal of this is to emphasize the role of the tank as a vehicle requiring teamwork. The pilot of the tank would be forced to rely on teammates or choose between abandoning the tank, fleeing the situation, or switching to the main gun when confronted with a bad situation. The question is: should this be a choice? Should tank pilots have the ability to control both the direction of their vehicles and their turrets? As a starting point for launching honest discussion from tank pilots, IGÇÖd like to say that if this is theoretically implemented, that locks have already been implemented, small turrets will be removable, and tank pilots will be able to lock their vehicles. I think that the driver should have a 360 view of the tank, and the sole ability to activate all modules. Theoretically, of course. Frankly, on this issue, IGÇÖm on the side of solo tankers.
Quote: 3)top gunner is exposed out of the top turret like on an lav.
No. Absolutely not. If youGÇÖre going to be emphasizing the importance of a single position in a possibly 2.5 million ISK piece of equipment, the least you could do is protect the one operating it. If the only way to retaliate against harassing enemy non-AV infantry is to make yourself vulnerable to that infantryman, that is an absolutely unacceptable position. HmGǪ you clarify this later on by saying that the gunner is given a forward shield. No. ItGÇÖs still not enough. I believe in the idea of a crew that is completely protected from harm until the final destruction of the tank.
Quote: double tank ehp due to complexity of new tank controls. no more solo tanking.
As I have clarified above, this will not destroy solo tanking. the EHP should not necessarily doubled, maybe more, maybe less, maybe not at all, but thatGÇÖs going into specifics about something which we donGÇÖt really know enough about.
Quote: add in complete lock out on tanks by the owner. when he/she calls it in it is locked completely until he/she unlocks it for crew or it is hacked by the enemy. this allows them to select the position in the tank they want. they can also unlock for squad only or free for all.
Of course. IGÇÖve always been a big supporter of the Planetside 2 way of doing things, which is to say that there are three states: unlocked, locked to squad, and locked to owner. I would also propose a player-specific locked mode so that tank pilots could only let people into their vehicles from team chat. GÇ£Player XGÇ¥ and GÇ£Player YGÇ¥ can enter vehicle, but no one else. Changing the lock settings would kick everyone out of the vehicle who did not match the lock criteria.
add in climbing in and out of vehicles to commit people to the tank crew and not just instant hitch a ride or hide.
If IGÇÖve heard correctly, this is actually a feature that was in the original Planetside. No, it doesnGÇÖt really change anything about GÇ£hitching rides.GÇ¥ It just makes it slightly more inconvenient to do so. Also, if locking is an option, the whole GÇ£hitching ridesGÇ¥ thing shouldnGÇÖt be an issue in the first place.
vehicle views would have to be tweaked slightly. driver would get a front view screen only which incorporates his /hers forward turret.
No. Drivers must be situationally aware, and with a limited field of view (less than 90 degrees, if I remember correctly) from a locked perspective, it is unsatisfactory. I would propose that the driver get viewpoint options very similar to what LAVs have right now.
main gunner would have full allround view as the tank driver currently gets while not in turret view. this comes at the expense of having your head out the top of the turret. when in turret mode you are no longer exposed but have only the turret zoom view.
I personally dislike and disagree with this. I believe that the gunner should have the exact same kind of screen that the tank pilot has today, but without the ability to drive or Not sure about what any others think (other than you, of course :P).
the top gunner is always exposed but has an extended view of the area around the tank. his turret would have a forward shield for shield tanks and an arm shield for arm tanks. he is completely protected from the direction his turret is facing..
This is rolled up into the second response paragraph. Additionally, assuming that the shield shield would fail once the shields of the tank have fallen, armor tanks would once again have the advantage over the shield tank. This is not a good thing.
Quote: the full crew makes the tank very effective when they work together. if 1 is taken out then this effectiveness is reduced. when the tank is in full combat mode then the top gunner is the general allround eyes. if he is taken out then its doen to the main gunner who is now at a reduced visual effectiveness. this basicly allows players to disable tanks without actually needing to destroy them
HrmGǪ I still dislike the idea of your top turret being a pair of eyes, especially when 1.) active vehicle scanners exist and 2.) passive scanning is not shared. But thatGÇÖs it. My first GÇ£bigGÇ¥ post! Woo! Now give me points. Err, likes.
Apparently I had too many quotes in this, so I replaced some of the quotes with bolds. |