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Improving armor combat
Posted: 2008-12-28 15:26
by Farks
Good day. I've been thinking about something that would possibly improve armored combat in PR, making it more dynamic and realistic. It's a bit stiff right now that you have to stop the tank everytime you fire. You're an open target for those few seconds, and "all" modern tanks do have gyro stabilisers and computer systems to help the gunner hit targets very accurately even when on the move. As far as I know, things don't get much better in PR the way things work now, as the current stabilisation system only is really useful while driving on completely flat ground.
Here's my idea on how to improve it. Note that this is just a collection of ideas and not a full plan, some things may be useful and others might not.
Instead of using the "old" vBF2 armor system/code, a different approach can be tried. Like I mentioned, modern tanks do have targeting computers and all that stuff. So implenting some kind of target/lock systems on the armor in PR is far from unrealistic. And I don't mean some kind of heat locking systems the the aircraft have. I'm talking about a scaled down thing here without any lock sources or tracking ammunition.
If it's possible to attatch the same kind of computer thing that the attack helicopters and bombers have as the sight, with correct HUD, and not have it 100% locked with the turret (so it's "floating" a little), but still relative, it could be possible with perfect working stabilisers. In other words, a system where the turret/barrel is acting as a slave to the sight rather than the other way around, like it is now (?). And as long as the barrel is following the sight in general, it doesn't matter if the barrel itself is a few percantage off in aim as the source for the projectiles are the players sight (and the barrel would have been 100% with the sight in real life, this is a compensation). The "camera" could be attached to the tip of the barrel. One thing that also causes problems is the current zoom system, as it doesn't adjust itself to mouse sensitivity/DPI. This would be solved by having the "camera" with maximum zoom as standard and unchangeable, and the none "camera" mode as no zoom. I think most players are only using no-zoom or full-zoom most of the time anyway, so the three level zoom wouldn't be that missed anyway I guess.
I hope I have kind of explained. If anything is unclear/confusing, just ask me and I'll try to explain.

Re: Improving armor combat
Posted: 2008-12-28 16:36
by Nickbond592
sounds like a good idea, but i'll let a coder tell you if its possible or not,
Re: Improving armor combat
Posted: 2008-12-28 16:48
by single.shot (nor)
sounds nice on paper... wonder how it'll work
Re: Improving armor combat
Posted: 2008-12-28 16:56
by Alex6714
Its easy enough to not have a lock on box on the hud either for locking or when locked.
Tbh all vehicles need their laser target added back on, including trucks, cars, wheelbarrows and everything really. So much more possibilities.
Re: Improving armor combat
Posted: 2008-12-28 17:09
by Farks
Jonny wrote:That's confusing, if you dont have anything to lock onto then what does it lock onto? If it was to be implimented it would need a small angle to the beakon so that you cant scan for enemy forces quickly but need to actually search before you could aquire a lock.
And you do need guided munitions from the tank, the electronics makes sure it hits IRL, so should do the same in-game once the lock is established. It would also make countermeasures effective.
Also, I use the middle zoom level a lot. It makes it easier to see enemy armour while still maintaining a decent field of view.
Finally, AFAIK, there is a limited number of 'lock-on channels' which are all used ATM. So you would have to take the laser designation system and allow tanks to use it without it flashing up with an obvious box half-way across the HUD.
No, like I said, no lock sources or guided munitions necessary if this is possible.* Just the camera thing the AHs and bombers have to act as sight and barrel.
* Unless said otherwise, that could actully be used as a fix to if implented properly.
Re: Improving armor combat
Posted: 2008-12-28 17:22
by thedoombringer0
I get it have a targeting system similar to the attack choppers but have no lock ons/ laze marks. But use it to lock a point for the barrel to aim at meaning you move the sight not the barrel?
But when you pick a target the barrel moves to point at it?
Re: Improving armor combat
Posted: 2008-12-28 17:40
by thedoombringer0
I think its more so a accuire the target like you can in choppers by right clicking then that locks on sort of thing thats is what i meant you accire your target your self there is no auto lock ons or outside locks like lazes.
Re: Improving armor combat
Posted: 2008-12-28 17:42
by Farks
What I'm talking about is basically having the sight as a camera like thing found on helis and bombers. Again, no locks, targeting, tracking, etc.
Re: Improving armor combat
Posted: 2008-12-28 17:55
by McBumLuv
Farks wrote:What I'm talking about is basically having the sight as a camera like thing found on helis and bombers. Again, no locks, targeting, tracking, etc.
I'm confused by what you're saying here. From your first post, I thought you meant that where ever the sights are pointed, the turret will "lock onto" that spot. As if the camera was sending a constant laser that can't be seen by anything and is guided by the sights, which the turret is "locked onto" (or fixed to) that point. I'd like to see this implemented if possible, not only in armour, but attack choppers as well.
Re: Improving armor combat
Posted: 2008-12-28 17:59
by Solid Knight
The camera would bounce around just like the barrel would so you're right back where you started.
I've tried working on a camera that ignores pitch and yaw but haven't got anything to work with the desired results.
In order for this to work you'd have to use guided munitions. You could tone down the maneuverability of the projectile so it makes a flat trajectory.
Re: Improving armor combat
Posted: 2008-12-28 18:42
by McBumLuv
Also, I'm not sure if t's codable, but why is it that the .50 cal on tanks looks in the same direction even when the turret turns/moves, but the turret only looks in the direction relative to the tanks body?can we make it so that both stay relative to the direction they're facing, and not the tank body, or what?
Re: Improving armor combat
Posted: 2008-12-28 20:45
by Mora
Ive said this before and i say it again.
We only need a aimbot. NO! before you think hacks? cheating? etc.. no i mean a loosy aimbot that wont give you all the positions of enemy's.
It would work just like a real targeting system, aquire a lock by tracking it for a short time.
It could be made vehicle specific, and not usable while walking for example. To use it hold your croshair on the target for a moment and press the button that triggers the "aimbot" now it will track your target loosly, meaning if you move your mouse too much it will lose lock. And tracking need to be done again.
It would also be able to calculate the speed of the target, distance and bullet drop.
And i know for a fact that this is very well possible.
Re: Improving armor combat
Posted: 2008-12-28 22:41
by McBumLuv
Mora wrote:Ive said this before and i say it again.
We only need a aimbot. NO! before you think hacks? cheating? etc.. no i mean a loosy aimbot that wont give you all the positions of enemy's.
It would work just like a real targeting system, aquire a lock by tracking it for a short time.
It could be made vehicle specific, and not usable while walking for example. To use it hold your croshair on the target for a moment and press the button that triggers the "aimbot" now it will track your target loosly, meaning if you move your mouse too much it will lose lock. And tracking need to be done again.
It would also be able to calculate the speed of the target, distance and bullet drop.
And i know for a fact that this is very well possible.
I would support this. Just one question, would an aimbot be able to stabilize turrets in a way that they wouldn't lock onto vehicles, but also any point on the screen that you're looking at? That would allow players to have stabilized turrets without the need to lock onto vehicles.
Re: Improving armor combat
Posted: 2008-12-29 00:48
by Mora
I wouldn't know, maybe if the aimbot was toled what the front of the vehicle was and the direction you are facing with the turret then maybe it could somehow be done.
Re: Improving armor combat
Posted: 2008-12-29 01:28
by McBumLuv
Mora wrote:I wouldn't know, maybe if the aimbot was toled what the front of the vehicle was and the direction you are facing with the turret then maybe it could somehow be done.
If possible, that would be the best solution. Think about all the problems that would be solved with having stabilizers... Attack choppers that are effective while on the move, thus stopping (hopefully)tanks from killing them so easily

. Or maybe tanks that can effectively engage whilst on the move

. Now we only need to get this into pr.
Re: Improving armor combat
Posted: 2008-12-29 06:06
by Skodz
I would love armor amelioration but when we say real armor can shoot accurately on the move you gotta keep in mind real at weapons can lock on target on the move at long range... Not infantry heavy at kit... etc.
PR armor are still MUCH better than vBF2 for sure