For Vehicle Warfare mode:
-
Jafar Ironclad
- Retired PR Developer
- Posts: 2203
- Joined: 2008-11-26 00:45
For Vehicle Warfare mode:
Hey Devs! I've heard a few things about the upcoming vehicle combat mode, and I gotta say I'm super excited for it. Based on the little I've heard, I do have one concern and accompanying suggestion for it.
One of the things I've heard is that the only kit available will be crewman. Nice to not have HATs to spoil things, but does this mean that commanders cannot go officer for this game type (meaning they would be unable to use the command post to monitor the battle)? I mean, obviously with 15 tanks or so you're going to need every man you can get on the front lines, but having a guy manage incoming info from squad leaders and (for the overachievers) implement a dynamic strategy on-the-go, would be pretty awesome.
Here's my suggestion, and it's two fold; one part addresses the need for the commander in any PR large-scale scenario, and the other addresses the drawback of having one less guy in a tank or logi (because he'd be in the command post normally).
First, make a modified Officer kit (only request-able by the commander) that has all the fixings of the crewman kit, but also includes the officer signal smokes and GLTD (for enhanced zoom). The modified Officer kit would allow the user to crew aboard tanks, specifically in the topside gunner slot. This is where the second part comes in:
Make it so that the commander can access the commander's map from inside a tank (iif possible, just the third slot). Obviously this would make the UAV unusable, but forward light recon seems moot in this mode anyway. In the future, Vehicle Warfare modes could also have one "Officer tank", a otherwise normal tank which lacks a topside MG and instead allows it's occupant to use handheld weapons (namely the GLTD to spot targets)
With this implemented, the VW commander (the CO of the tank element, if you will) can still perform many of the teamwork related duties expected of the AAS or Ins commander (relaying intel, coordinating squads, implementing strategy), but can actively contribute to the front-line battle through the expanded field of view offered by the topside and being able to sight targets (especially if he can use handheld weapons in a tank variant).
This suggestion is based off of the limited information out about the VW mode pre-release; leave it up or take it down as appropriate depending on the actual implementation.
One of the things I've heard is that the only kit available will be crewman. Nice to not have HATs to spoil things, but does this mean that commanders cannot go officer for this game type (meaning they would be unable to use the command post to monitor the battle)? I mean, obviously with 15 tanks or so you're going to need every man you can get on the front lines, but having a guy manage incoming info from squad leaders and (for the overachievers) implement a dynamic strategy on-the-go, would be pretty awesome.
Here's my suggestion, and it's two fold; one part addresses the need for the commander in any PR large-scale scenario, and the other addresses the drawback of having one less guy in a tank or logi (because he'd be in the command post normally).
First, make a modified Officer kit (only request-able by the commander) that has all the fixings of the crewman kit, but also includes the officer signal smokes and GLTD (for enhanced zoom). The modified Officer kit would allow the user to crew aboard tanks, specifically in the topside gunner slot. This is where the second part comes in:
Make it so that the commander can access the commander's map from inside a tank (iif possible, just the third slot). Obviously this would make the UAV unusable, but forward light recon seems moot in this mode anyway. In the future, Vehicle Warfare modes could also have one "Officer tank", a otherwise normal tank which lacks a topside MG and instead allows it's occupant to use handheld weapons (namely the GLTD to spot targets)
With this implemented, the VW commander (the CO of the tank element, if you will) can still perform many of the teamwork related duties expected of the AAS or Ins commander (relaying intel, coordinating squads, implementing strategy), but can actively contribute to the front-line battle through the expanded field of view offered by the topside and being able to sight targets (especially if he can use handheld weapons in a tank variant).
This suggestion is based off of the limited information out about the VW mode pre-release; leave it up or take it down as appropriate depending on the actual implementation.
-
AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
Re: For Vehicle Warfare mode:
You're already making suggestions about something you haven't even played yet? Really?
...

...

-
bosco_
- Retired PR Developer
- Posts: 14620
- Joined: 2006-12-17 19:04
-
K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: For Vehicle Warfare mode:
yes he did...[R-DEV]AncientMan wrote:You're already making suggestions about something you haven't even played yet? Really?
...
![]()
com 'on Jafar Ironclad, just wait for the release & let suprise urself.
-
PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: For Vehicle Warfare mode:
Jafar, get all the team on Mumble and you can do teamwide tactics without a CO, I personally think just tanks, nothing else could be epic a tank deathmatch!
-
supahpingi
- Posts: 1921
- Joined: 2007-05-29 14:10
Re: For Vehicle Warfare mode:
OMG noob[R-DEV]AncientMan wrote:You're already making suggestions about something you haven't even played yet? Really?
...
![]()
havent you seen our current Alert Level?
its mandatory man!
-
Jafar Ironclad
- Retired PR Developer
- Posts: 2203
- Joined: 2008-11-26 00:45
Re: For Vehicle Warfare mode:
Relax, folks. I was merely curious and super excited about the tanker's wet-dream. I meant no offense or disrespect.
Don't get me wrong, I WILL find a way to serve in the commander role regardless of it's in-game implementation.
Don't get me wrong, I WILL find a way to serve in the commander role regardless of it's in-game implementation.
-
RHYS4190
- Posts: 959
- Joined: 2007-08-30 10:27
Re: For Vehicle Warfare mode:
Tank only game mode, Jesus that sounlds f%%% awesome.
But where the hell did this come from. does not sounld for real.
But where the hell did this come from. does not sounld for real.
-
killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: For Vehicle Warfare mode:
i liek the ideas actualy... they seem rather gurd
http://realitymodfiles.com/ancient/09ma ... s/#056.jpg
please veiwRHYS4190 wrote:Tank only game mode, Jesus that sounlds f%%% awesome.
But where the hell did this come from. does not sounld for real.
http://realitymodfiles.com/ancient/09ma ... s/#056.jpg

-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: For Vehicle Warfare mode:
don't worry guys, you're gonna really enjoy this new aspect of gameplay
just be patient and play it before making the suggestions
this will better help the DEVs as you'll have ingame experiences to back up your suggestions 
Though I would recommend using a 3rd Party VOIP application such as mumble for vehicle warfare, its gonna require just as much teamwork to win as any other gamemode.
just be patient and play it before making the suggestions
Though I would recommend using a 3rd Party VOIP application such as mumble for vehicle warfare, its gonna require just as much teamwork to win as any other gamemode.
-
Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
Re: For Vehicle Warfare mode:
No suggestions about stuff you haven't played yet 
"Hey, I've never flown a big airplane, but I think they would work way better with some extra wings!"
"Hey, I've never flown a big airplane, but I think they would work way better with some extra wings!"
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.



