Vehicle startup delay

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himond
Posts: 63
Joined: 2009-11-08 06:50

Vehicle startup delay

Post by himond »

Adding a startup delay for APCs and Tanks (just like helis or jets) of about 15 sec or more would discourage odd behaviors from crew like:

-Concealing the noise of the engine by exiting the vehicle or swaping positions.
-Listening for other vehicles in the same way.
-Monotripulating some light armed APCs (with exposed weapons) by swaping between positions.

It would encourage coordination with infantry squads as well.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: Vehicle startup delay

Post by Mats391 »

We already tried this but could not get it to work in a reasonable way. The main issue we had was that it required a long time to get the tank moving after it stopped even if the engine did not get turned off. If someone finds a way to do it, we would love to implement it.
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Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Vehicle startup delay

Post by Fir3w411 »

What is wrong with the ability to turn off the engine?

Also how would it make infantry use more coordination or communication as opposed to now?
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Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Vehicle startup delay

Post by Gerfand »

I would make this only for light vehicles, like Techs and Hmmvs
Teewurst
Posts: 69
Joined: 2010-10-17 16:11

Re: Vehicle startup delay

Post by Teewurst »

himond wrote: ...] of about 15 sec or more [...
Yes! Filthy tanks need 15 seconds for starting up.
https://youtu.be/huEQIlxlIo4?t=36s

Its like the crew has to leave the vehicle to restart the engine manually like in good old times.
https://www.youtube.com/watch?v=bcbm2g-GBe0

The only "bad" thing is that ppl use free seats to get to a quick stop.

But in my opinion there is no need to change the current system.
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Madar_al_Fakar
Posts: 225
Joined: 2015-04-02 20:28

Re: Vehicle startup delay

Post by Madar_al_Fakar »

I don't see that as adding anything good to the game :P
PeppeJ
Posts: 195
Joined: 2010-11-06 10:32

Re: Vehicle startup delay

Post by PeppeJ »

himond wrote:Adding a startup delay for APCs and Tanks (just like helis or jets) of about 15 sec or more would discourage odd behaviors from crew like:

-Concealing the noise of the engine by exiting the vehicle or swaping positions.
-Listening for other vehicles in the same way.
-Monotripulating some light armed APCs (with exposed weapons) by swaping between positions.

It would encourage coordination with infantry squads as well.
[R-DEV]Mats391 wrote:We already tried this but could not get it to work in a reasonable way. The main issue we had was that it required a long time to get the tank moving after it stopped even if the engine did not get turned off. If someone finds a way to do it, we would love to implement it.
Wouldn't an alternative be to make the turret unable to move if there's no-one is in the drivers seat, or reset the warmup? It kinda fixes the same problem, but in an alternative way.
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mries
Posts: 475
Joined: 2013-06-30 16:16

Re: Vehicle startup delay

Post by mries »

I think the shutting of the engine by hopping out and listening is a legit tactic. Tanks and APC have so loud noises that you sometimes hear them from miles away. If you want to ambush with your tank or APC you want to cut engine and let your driver check out the location.

Even IRL it takes time to start up, still is balance between RL & gameplay I think because in RL you have way more sounds in a environment which have effect on if you hear a vehicle or not (buildings, wind, etc.)
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Vehicle startup delay

Post by Jacksonez__ »

PeppeJ wrote:Wouldn't an alternative be to make the turret unable to move if there's no-one is in the drivers seat, or reset the warmup? It kinda fixes the same problem, but in an alternative way.
Meh, you can move the turret (all tanks I believe, back-up system) without power with manual cranks :roll: Wouldn't be realistic but maybe it would fix the problem, though I don't see this as big issue.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: Vehicle startup delay

Post by Mats391 »

Jacksonez__ wrote:Meh, you can move the turret (all tanks I believe, back-up system) without power with manual cranks :roll: Wouldn't be realistic but maybe it would fix the problem, though I don't see this as big issue.
Yep. Most tanks have batteries to continue to be fully functional even with turned off engine. Others dont even have electronic turrets to begin with (BTR and even Warrior afaik)
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dalianplant[x64]
Posts: 18
Joined: 2016-01-15 11:16

Re: Vehicle startup delay

Post by dalianplant[x64] »

PeppeJ wrote:Wouldn't an alternative be to make the turret unable to move if there's no-one is in the drivers seat, or reset the warmup? It kinda fixes the same problem, but in an alternative way.
Thats one way to ruin armor.
Dont you know it's faster to stabilize a tank/apc when switching to F3 instead of just stopping while in the driver seat?

Oh hey let me just stop this vehicle, there you go shoot.Oh thats right your turret gets locked lets just both ALT-F4 instead
/rant
DzCrow
Posts: 59
Joined: 2016-02-03 19:33

Re: Vehicle startup delay

Post by DzCrow »

pls dont ruin the game it okey this way
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Vehicle startup delay

Post by PatrickLA_CA »

I don't see anything wrong with being able to "turn the engine off" in the way of switching positions if it can't be done in another way. I think it's okay the way it is.
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Firepower01
Posts: 92
Joined: 2009-10-17 08:17

Re: Vehicle startup delay

Post by Firepower01 »

I don't get it. What's unrealistic about turning off a vehicle's engine?
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Mats391
PR:BF2 Lead Developer
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Re: Vehicle startup delay

Post by Mats391 »

Firepower01 wrote:I don't get it. What's unrealistic about turning off a vehicle's engine?
I dont think it is done often in combat scenarios, only on longer holds to save fuel. Reasons for it are mostly that starting engine back up takes time (even tho not that long) and burns a lot of fuel as well as the biggest threat to modern tanks wont go away any time soon even if you turn of engine: The heat signature. I dont think tank crews are concerned about the noise they make since the battlefield is very loud anyway.
That being said, it is common for the tank commander to exit the vehicle to get better view of the surrounding.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Vehicle startup delay

Post by Rabbit »

[R-DEV]Mats391 wrote:I dont think it is done often in combat scenarios, only on longer holds to save fuel. Reasons for it are mostly that starting engine back up takes time (even tho not that long) and burns a lot of fuel as well as the biggest threat to modern tanks wont go away any time soon even if you turn of engine: The heat signature. I dont think tank crews are concerned about the noise they make since the battlefield is very loud anyway.
That being said, it is common for the tank commander to exit the vehicle to get better view of the surrounding.
What mats said, leaving vehicles on idling is very common.
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Vehicle startup delay

Post by solidfire93 »

some tanks have diesel engine..., right ?
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Mats391
PR:BF2 Lead Developer
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Re: Vehicle startup delay

Post by Mats391 »

solidfire93 wrote:some tanks have diesel engine..., right ?
Afaik most military vehicles run on diesel.
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Vehicle startup delay

Post by Mouthpiece »

I had the same thought as OP some time ago, but decided that the current system is really nice because of reasons stated in posts above mine - the tanks are really vulnerable at their current state, and if the suggested changes would be implemented it would be a huge nerf as tank commanders would be limited to hit and run tactics (no more ambushes and recon because of the loud engine).
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Vehicle startup delay

Post by viirusiiseli »

Going F3 or hopping out of a vehicle is the only way to stop sliding. If you want to slide around in a 50 tonne vehicle that has tracks then this thread is on point. If not, stop speculating on something so stupidly small that will only create more problems in the mod.
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