Crewmember suggestion - New

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Cheesygoodness
Posts: 226
Joined: 2007-05-03 23:06

Post by Cheesygoodness »

Well lets think it this way?

The original shock paddles ran off the wrench like system yes but you guys converted it to a number of shocks before it needed reloaded.

Perhaps you could do a similar thing? Say your 'repair kit.' has 5 total charges. Each charge will 'heal' the tank a percent of damage so that after 5 hits with the repair kit. (A decent reload time between hits to get the timing down for the repairing.) would bring a tank out of the disabled status? Just another thought I had. Well back to work before my boss sees me.
danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

Guys you are resupplied by the vechilcle, it would just lead to repairing forever.
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

i got the solution :P

wrench for crewmans , smalll repairings , etc .

and blowpipes for enginiers :mrgreen:
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Post by RHYS4190 »

I defend the realism of a crew man repairing a vehicle or tank… IT Plate amour just rip off damaged amour and weld on a new piece it can even be done in field hell the spare pieces of amour can even be stored in the back of the vehicle if it floats your boat. The crewmen’s spanner should be touched it not broken so don’t fix it and doing what you describe will just be a pain it the bum to the players of PR.
ZephyrDraevyn
Posts: 54
Joined: 2007-07-30 15:41

Post by ZephyrDraevyn »

Sgt_Canadian_Floss wrote:Someone mentionned to reduce the amount of SABOT rounds the tanks has, maybe make a search on the internet to check whats the standard round distribution on tanks.

Now THAT would be REALISTIC
I know it's not the most reliable source in the world, but :
Wikipedia wrote:Forty-nine rounds can be carried from a selection of APFSDS, HESH or smoke.
This is for the British Challenger 2 tank.

Things are a little more vague on Wiki for details of the M1 Abrams beyond it being able to carry 40 shells (although it does mention the tank-v-infantry 'shotgun' round :
Wikipedia wrote:The new M1028 120 mm anti-personnel canister cartridge was brought into service early for use in the aftermath of the 2003 invasion of Iraq. It contains 1,150 ten-millimeter tungsten shot projectiles which spread from the muzzle to produce a shotgun effect lethal out to 500 m. The tungsten balls can be used to clear enemy dismounts, break up hasty ambush sites in urban areas, clear defiles, stop infantry attacks and counter-attacks and support friendly infantry assaults by providing cover-by-fire.
I have no idea if this can be done in PR... could be interesting ;)

Personally, I am under the impression that a tank that can carry, say, 49 rounds should have 22 each of APFSDS (sabot) and HESH, and 5 smoke.

Yes, that's smoke shells, on top of the smoke launchers / smokescreen layer on the tank itself.

And the Tank Shotgun could be interesting as well - though it may be considered even more of a pain in the *** to infantry than the steel behemoths already are.
-ZD-
A.K.A.
Draevyn

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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

RHYS4190 wrote:I defend the realism of a crew man repairing a vehicle or tank… IT Plate amour just rip off damaged amour and weld on a new piece it can even be done in field hell the spare pieces of amour can even be stored in the back of the vehicle if it floats your boat. The crewmen’s spanner should be touched it not broken so don’t fix it and doing what you describe will just be a pain it the bum to the players of PR.
I don't know how much repairs can be done to a tank by its' crew under combat conditions. I bet it's not much though.

I'm all for the reduced repair capability suggested in this thread where the crewman can "fix" the tank enough so they can withdraw from combat and get to a repair point meaning meeting up with an engineer in a repair truck for more extensive repairs.

Also, this mod is a free game for you. The Devs have spent countless hours of their lives working on this for yours and others enjoyment, so coming in here and demand this be added or that removed usig the tone of voice in your post. that is disrespectful to the Devs and to this community.
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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Post by Harrod200 »

danthemanbuddy wrote:Guys you are resupplied by the vechilcle, it would just lead to repairing forever.
Note my suggestion early on, re; unreloadable/excessive resupply time.
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Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

I know that crewman can make some simple repairs in real life but... crewmen usually don't repair heavy damage that was inflicted during combat. They can repair simple things but they can't repair damage after taking a hit with a SABOT round. In real life heavy damaged tank is usually pulled back from the battlefield and it's repaired by the engineers away from the frontline or damaged tank is waiting for the engineers to arraive if there is no enemy activity in the area. I think that Devs want to remove wrench from crewman kit to decrease a number of solo-tankers and increase cooperation between players.
How about making separate kits for driver and gunner, only driver will be able to drive a tank and only gunner will be able to use the main gun, only driver will be having a wrench (of course the gunner should have something to replace the missing wrench to make this exchange equal). I think it's quite a simple and realistic solution. There will be no solo-tankers (and solo-APCs) anymore.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Cheesygoodness
Posts: 226
Joined: 2007-05-03 23:06

Post by Cheesygoodness »

Considering everything said and time to think over the idea more. To be honest I thought this would instantly be shot down, locked, or already suggested. Its rather shocking to find some support.

Anyway. I was considering it this way. Its a one time thing. For that time when your squad stumbles on a disabled tank in the middle of the desert without an engineer traveling with it. You -can- request a crewman kit. (AKA go into the tank and collect the driving gear and spare equipment or whatever.) from your Rally Point. (Again I am thinking only from what I read. I haven't played PR since the Rally Point was added.)

Or consider the tank crew stumbles into an insurgent ambush, managings to neutralize them but its track is dead. You know more are coming and need to get out of there.. However! Your engineer was killed in the fighting to save the tank. You patch it up enough to drive and head back to the base to meet up with him for proper repairs. And learn from it.

So I would do it non-reloadable and if thats not impossible perhaps add a stupidly long reload time. (30 minutes plus.) However again I don't know the coding system and after considering it you changed to revive system which I doubt has much to do with health restoring. I don't even know about armor repair cause there isn't an armor repair pickup in Battlefield 2.
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Post by Dunehunter »

77SiCaRiO77 wrote:i got the solution :P

wrench for crewmans , smalll repairings , etc .

and blowpipes for enginiers :mrgreen:
Could you please atleast read the thread before posting in it? Thank you.
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