"PRMM-izing" the Tanks (crew #'s, armor, & countermeasures)
Posted: 2006-06-06 01:59
So, I see that a hot topic right now has been how many people should crew the tanks. This post will be long, so I will highlight the most critical points for you lazy folk.
As one of the few major advocates of armor in PRMM, I feel it necessary to go over what needs to be done to the tanks in PR to make them realistic in an unbalanced way. Balance Sucks. I concede and will agree that PR tanks should have a crew of at least 3 (option 2 in the popular post in General). This will make tanks MUCH less effective right now, and should therefore only be implemented with the following major modifications.
The armor must be realistic based upon heavily researched ballistics data for weapons and the appropriate tanks. This will mean doing a lot of digging for information. Far more than simply googling tank armor. The result will likely be tanks that can be destroyed by one well placed ATGM (anti-tank guided missile) or tank fired armor piercing round. This will make the placement of the hull a very very important task for the driver, as exposing the wrong areas may mean certain death. In this case it is likely that the Challenger 2 will end up being the best armored tank, as no one will dispute the superiority of Chobham armor. Reactive armor will also need to be taken into account on all tanks, which will protect one side of the tank against one ATGM hit while doing no damage to the tank. Grenades and C4 should subsequently do no damage to the tank until the following point can be implemented.
The tanks can be disabled by hitting the engine or treads. I know this is not easily implemented in the BF2 engine, devs, but it is so crucial to good mixed infantry-armor maps that you must keep trying to find a way. I have confidence that you can do it.
Tank reload times must be accurate to real life in each tank. Right now all the tanks seem to have a 9 second reload time, which is okay. I believe that skilled loaders in the Abrams and Challenger 2 can beat that time, giving them a big advantage over the T-90 and Type 98. This should be looked into and real tank crew men should be consulted. The T-90 and Type 98 have autoloaders capable of reloading in anywhere from 7.5 to 10 seconds. That time depends on which ammo type is selected and where it is located in the ammo carousel. This will make ammo selection a big deal for their gunners, while not so much for the Abrams and Challenger 2. If anyone has any more info on this, let me know.
These tanks use different ammo from each other! It should have different effects! This should be a big deal. Screw balance! Let the mappers do the balancing. I do not have all the info on this, but I'm pretty sure that the Chinese and Russian ammo used are not the same as the American and British ammo. This should be fully researched and implemented.
The turrets NEED to be 100% stabilized if the driver and gunner are going to be separate. This really goes without saying. From what I've seen, the BF2 engine has some form of stabilization built in, but it is completely inadequate. The devs will need to work hard to get the stabilization just as good as the real tanks. This means that when the gunner sees a target, he can switch on stabilization and the turret will maintain its bearing and elevation above the horizon perfectly, regardless of what the driver does. Look it up. All these tanks have fully stabilized weapon mounts.
Full, real life accurate optics must be available to the crew. This way the driver can look out of multiple viewports and see all around the tank. The commander/gunner should have a periscope and viewports (where appropriate,) as well as the targeting sight. Awareness of your surroundings is very important, especially in a tank. It would also be pretty sweet if the crew could open their hatches and look around, but this is unnecessary.
Each tank needs the countermeasures fitted on the real things. This is my favorite!! This means that all tanks will have fast acting smoke screens that actually protect against laser guided munitions. i.e. none of this slow puffing smoke, but a series of very fast and violent explosions that result in a huge, dense cloud of smoke in a couple seconds. This will need to actually mess up the trajectory of laser guided munitions and make them likely to miss the tank, by which I mean that they should occasionally swerve away when pointed at the smoke.
One especially need change will be the T-90. Apparently, this is the only one of the tanks in PR that is fitted with a suite of jamming devices in real life. Ever wonder what those two red "eyes" on either side of the gun are? They are special jamming devices. According to a number of sources, including Modern Russian Armor, the T-90 is capable of jamming and redirecting incoming IR, LASER, and even wire guided missiles! It has a series of detectors that locate the direction of the guidance system and, with the push of a button, the gunner can tell the turret to face directly towards it. The jammers then can go to work. They can send out false IR signals to confuse the guidance systems of IR guided missiles. They can even effectively redirect wire guided missiles by emitting a false reference flare, causing the guidance system on the launcher to think that the missile has gone off course and make corrections. This will result in the missile shooting up into the air or down into the ground. If all else fails, the gunner can cause the turret to point right into the oncoming missile, exposing the most heavily armored area. From what I looked at, not even the well designed Challenger 2 has such a feature. Let me know if you know for certain otherwise.
What would this result in? Tanks that required a skilled crew, but can be used as effectively as the real things. The Abrams and Challenger 2 would likely be lethal killing machines with their skilled loaders keeping them firing fast, while the T-90 would be very difficult to hit with missiles and guided bombs. The Type 98 would likely suck, but it seems no one like the Chinese in PR anyway. Again, I say that it should be up to the mappers to balance the game through vehicle numbers and entrenchments. The machines should be very unbalanced as in real life.
Please fill me in on anything I may have missed or gotten incorrect. I shall update this post as you do.
As one of the few major advocates of armor in PRMM, I feel it necessary to go over what needs to be done to the tanks in PR to make them realistic in an unbalanced way. Balance Sucks. I concede and will agree that PR tanks should have a crew of at least 3 (option 2 in the popular post in General). This will make tanks MUCH less effective right now, and should therefore only be implemented with the following major modifications.
The armor must be realistic based upon heavily researched ballistics data for weapons and the appropriate tanks. This will mean doing a lot of digging for information. Far more than simply googling tank armor. The result will likely be tanks that can be destroyed by one well placed ATGM (anti-tank guided missile) or tank fired armor piercing round. This will make the placement of the hull a very very important task for the driver, as exposing the wrong areas may mean certain death. In this case it is likely that the Challenger 2 will end up being the best armored tank, as no one will dispute the superiority of Chobham armor. Reactive armor will also need to be taken into account on all tanks, which will protect one side of the tank against one ATGM hit while doing no damage to the tank. Grenades and C4 should subsequently do no damage to the tank until the following point can be implemented.
The tanks can be disabled by hitting the engine or treads. I know this is not easily implemented in the BF2 engine, devs, but it is so crucial to good mixed infantry-armor maps that you must keep trying to find a way. I have confidence that you can do it.
Tank reload times must be accurate to real life in each tank. Right now all the tanks seem to have a 9 second reload time, which is okay. I believe that skilled loaders in the Abrams and Challenger 2 can beat that time, giving them a big advantage over the T-90 and Type 98. This should be looked into and real tank crew men should be consulted. The T-90 and Type 98 have autoloaders capable of reloading in anywhere from 7.5 to 10 seconds. That time depends on which ammo type is selected and where it is located in the ammo carousel. This will make ammo selection a big deal for their gunners, while not so much for the Abrams and Challenger 2. If anyone has any more info on this, let me know.
These tanks use different ammo from each other! It should have different effects! This should be a big deal. Screw balance! Let the mappers do the balancing. I do not have all the info on this, but I'm pretty sure that the Chinese and Russian ammo used are not the same as the American and British ammo. This should be fully researched and implemented.
The turrets NEED to be 100% stabilized if the driver and gunner are going to be separate. This really goes without saying. From what I've seen, the BF2 engine has some form of stabilization built in, but it is completely inadequate. The devs will need to work hard to get the stabilization just as good as the real tanks. This means that when the gunner sees a target, he can switch on stabilization and the turret will maintain its bearing and elevation above the horizon perfectly, regardless of what the driver does. Look it up. All these tanks have fully stabilized weapon mounts.
Full, real life accurate optics must be available to the crew. This way the driver can look out of multiple viewports and see all around the tank. The commander/gunner should have a periscope and viewports (where appropriate,) as well as the targeting sight. Awareness of your surroundings is very important, especially in a tank. It would also be pretty sweet if the crew could open their hatches and look around, but this is unnecessary.
Each tank needs the countermeasures fitted on the real things. This is my favorite!! This means that all tanks will have fast acting smoke screens that actually protect against laser guided munitions. i.e. none of this slow puffing smoke, but a series of very fast and violent explosions that result in a huge, dense cloud of smoke in a couple seconds. This will need to actually mess up the trajectory of laser guided munitions and make them likely to miss the tank, by which I mean that they should occasionally swerve away when pointed at the smoke.
One especially need change will be the T-90. Apparently, this is the only one of the tanks in PR that is fitted with a suite of jamming devices in real life. Ever wonder what those two red "eyes" on either side of the gun are? They are special jamming devices. According to a number of sources, including Modern Russian Armor, the T-90 is capable of jamming and redirecting incoming IR, LASER, and even wire guided missiles! It has a series of detectors that locate the direction of the guidance system and, with the push of a button, the gunner can tell the turret to face directly towards it. The jammers then can go to work. They can send out false IR signals to confuse the guidance systems of IR guided missiles. They can even effectively redirect wire guided missiles by emitting a false reference flare, causing the guidance system on the launcher to think that the missile has gone off course and make corrections. This will result in the missile shooting up into the air or down into the ground. If all else fails, the gunner can cause the turret to point right into the oncoming missile, exposing the most heavily armored area. From what I looked at, not even the well designed Challenger 2 has such a feature. Let me know if you know for certain otherwise.
What would this result in? Tanks that required a skilled crew, but can be used as effectively as the real things. The Abrams and Challenger 2 would likely be lethal killing machines with their skilled loaders keeping them firing fast, while the T-90 would be very difficult to hit with missiles and guided bombs. The Type 98 would likely suck, but it seems no one like the Chinese in PR anyway. Again, I say that it should be up to the mappers to balance the game through vehicle numbers and entrenchments. The machines should be very unbalanced as in real life.
Please fill me in on anything I may have missed or gotten incorrect. I shall update this post as you do.