Vehicle startup delay

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Teewurst
Posts: 69
Joined: 2010-10-17 16:11

Re: Vehicle startup delay

Post by Teewurst »

viirusiiseli wrote:Going F3 or hopping out of a vehicle is the only way to stop sliding.
Yes and sometimes you even slide up the hill.

So what do you want unrealistic 'Start up time' (which isnt) or unrealistic 'sliding up a hill' with a with 62t Challenger 2.
You decide.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Vehicle startup delay

Post by viirusiiseli »

Teewurst wrote:Yes and sometimes you even slide up the hill.

So what do you want unrealistic 'Start up time' (which isnt) or unrealistic 'sliding up a hill' with a with 62t Challenger 2.
You decide.
Lol well obviously im gonna get not bouncing around in my tank when I'm trying to shoot over "oh guys thats so unrealistic his driver is listening to enemy tanks, lets fuck it up"
himond
Posts: 63
Joined: 2009-11-08 06:50

Re: Vehicle startup delay

Post by himond »

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.
Thanks for answering
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Vehicle startup delay

Post by Bringerof_D »

[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.
"Listening halts" are almost a core part of armored doctrine. They wouldn't shut off engines to hide from a specific threat, but rather to ascertain the security of the immediate area. Just as a lot of players do now switching to the third seat to listen for enemy tanks, the listening halt alerts you to enemy armor which may have been tracking you or if you've entered an area where you are expecting enemy armor. It is more often a consideration for awareness, rather than stealth.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
paragonid
Posts: 30
Joined: 2016-03-28 09:20

Re: Vehicle startup delay

Post by paragonid »

I'm new here, please tell me if using real life analogies (Listening halts) and problems in game mechanics (slipping) to justify keeping other problems (crew has to leave vehicles to turn off engine) and exploites (thermals apc crew taking medic kit to smoke around own vehicle) is ok here?
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Vehicle startup delay

Post by Hunt3r »

This is mostly pointless, Diesel engines start as quickly as any car does. At best it takes 5-10 seconds to get into a vehicle and start the engine. The only exception here would be vehicles like the Abrams which have a turbine. Those would take 15-30 seconds to spool up, but they're rare enough that I don't see a lot of value to implementing these features.

Tank warfare is already wildly unrealistic in PR with no FCS and really unrealistic stabilization simulation. Their utter lack of armor in frontal engagements in which mantlet armor is just a pipe dream means that every tank is a TD in effect. We shouldn't be nerfing armor even more.
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Mac.PR
Posts: 35
Joined: 2016-01-27 17:27

Re: Vehicle startup delay

Post by Mac.PR »

i think i remember when this was originally attempted. it didn't work out well from what i remember.
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daffodil
Posts: 1
Joined: 2016-06-01 20:50

Re: Vehicle startup delay

Post by daffodil »

Hah, yeah sure :)
Level
Posts: 3
Joined: 2016-08-14 13:14

Re: Vehicle startup delay

Post by Level »

How about you approach this suggestion like how Squad have it?

Press a key to start an engine and it takes X seconds to be ready to move, and only do this when the key is pressed to turn engine on/off.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Vehicle startup delay

Post by Jacksonez__ »

Level wrote:How about you approach this suggestion like how Squad have it?

Press a key to start an engine and it takes X seconds to be ready to move, and only do this when the key is pressed to turn engine on/off.
Probably limited by BF2 engine.
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