Tank Commander

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Locked
Archerchef
Posts: 196
Joined: 2008-10-05 22:05

Tank Commander

Post by Archerchef »

You know how we have a MG gunner on the 3rd seat of the tank who's supposedly suppose to be a tank commander? (drivers usually takes that position) How about we actually make him a tank commander by implanting THIS It's the first feature of the video where the gunner can see exactly what the commander is looking at and that was a mod for a mod in battlefield 1942-> desert combat-> desert combat realism. If it could be done on Bf1942, i think i can be done on Battlefield 2.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Tank Commander

Post by Conman51 »

eh..i dont really like taking more grunts off the battle field just to make him sit in a tank, but i do like those yellow lines telling you were the front of the tank is
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
Archerchef
Posts: 196
Joined: 2008-10-05 22:05

Re: Tank Commander

Post by Archerchef »

those lines move to where the commander looks at. guiding the gunner to targets like they're suppose to. its not the front of the tank, just what the commander is looking at
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tank Commander

Post by Rhino »

Believe it or not the BF2 engine is far more limited in coding terms than the BF1942 engine. There are loads of things that are possible on the 1942 engine that are not on the BF2 engine. A few things go the other way round, but not much.

Also please in future make your suggestions much clearer as I dont know excatly what you are trying to suggest here..

If you are asking us to separate the driver, gunner and commander into 3 separate player positions instead of having our current setup with Driver/Commander rolled into one, gunner and optional MG gunner (who is in the reloader spot for our tanks (CR2)) Then that isn't going to happen for one very simple reason, player numbers.

We only have 64 players ingame, having tanks require 2 players to be usable was a HUGE step from BF2 and basically meant we could have 1/2 the tanks that we could otherwise use and take more players off the field to sit in a tank.

Currently 4 tanks takes up 8 players (over a squad) which only leaves 24 players left to do all the other roles on the map which is only just workable on a map like Kashan or Qinling. If we had 3 players required to operate a tank, with all separate players for Driver, Gunner and Commander then thous 4 tanks would take up 12 players (2 squads) leaving only 20 players left to do all the other stuff which isn't workable.

Having the Driver and Commander rolled into one is our best option with what we have available to us.
Image
Archerchef
Posts: 196
Joined: 2008-10-05 22:05

Re: Tank Commander

Post by Archerchef »

ohh i always thought newer engines were more... flexiable lol.. guess not

and i was thinking of taking out the optional MG gunner and replacing it with a tank commander who can also operate the mg. what ever the commander looks at, the gunner will be able to see with a yellow marker.
The yellow arrow is what the tank commander was looking at on the video in showed yall. I dont know if its possible on battlefield 2 engine. but just a neat idea to make the 3rd seater more.. useful
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tank Commander

Post by Rhino »

no that isn't possible on the BF2 engine, otherwise we would have already done something like it :p

The best we could do is to get the commander to fire a heat or laze object (much like the soflam fires) and then have the gunner be able to see that, but then bombs and missiles would lock onto it and the gunner would need to be looking pretty much at it to be able to see it anyways.

The best thing you can do is have the driver/commander (which if you have not guessed the driver ingame has the commander's view) go squad leader, then when he sees a target he pops up a attack command, which then the gunner can see and turn towards if he aint looking at it.
Image
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Tank Commander

Post by Acemantura »

The Third Seat is Very useful in that the driver can do something other than just sit there if they're in a fire fight.

This is especially so when the optics of the commander/Driver are not needed when opposed to the tank rolling forward or backward or whatnot.

However I would like to see a reticule like that for the driver/commander seat to signify exactly where you are pointing, as many targets do not fall onto whole numbers on the compass and driver/commanders are many times not Squad leaders.

Good Suggestion, although not a clear suggestion, nevertheless...good.

EDIT:
Rhino You just posted right before I did. Dangit.

So why not having a laze that aircraft can lock onto? I dont a see a problem with it. It would seem like a way to get the job done much quicker. Did you find that it interfered with teamplay?

So if it is in fact a major hurdle to get over, can you make a different Type of laze in the same way that lazers emit different frequencies of electromagnetic radiation? Or would you have done that already as well?
Last edited by Acemantura on 2009-11-22 07:42, edited 2 times in total.
Eddiereyes909
Posts: 3961
Joined: 2007-06-18 07:17

Re: Tank Commander

Post by Eddiereyes909 »

Since it is hardcoded and cannot be done, this thread no longer has a purpose.

Thanks for the suggestion mate!



Locked.
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
Locked

Return to “PR:BF2 Suggestions”