Tank/armour destruction suggestion [gameplay]

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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Tank/armour destruction suggestion [gameplay]

Post by killonsight95 »

First of all i'd like to say that this is not a realism change more of a gameplay change to encourage teamwork!

forum searchs:
tank destruction
Tank idea
armoured destruction


Suggestion:
Well my idea consists of two parts, first of all we all know that tanks and some armoured vechs have a point where they become immobile and not able to move. My suggestion is that insted of tank being destroyed completely it just goes into this immobile mode and is unable to shoot or move, maybe the people inside the vech should die ,it then takes lets say an X amount of time (lets say like 8 mins) and during that X amount of time the team can get a repair station to the damaged vech and it can be mobile(maybe not shoot) but only repair it a set amount of damage "points" (if possible) it then has to return the main base to return back to full health.
I also suggest that crewmen get a incendary grenade to destroy the immobile vechs they destroy/make immobile. 3 incendery grenades should be given to the crewmen kit.
This would in courage supply trucks to be used more as rescue vechical rather than just used for supply and now u don't just immedetly loose your tank/apc you can go to try and rescue it so u don't loose the tickets

I know that this is certianly not a perfect suggestion but i'm just throwing it out there, i know it could be exploited in some ways but maybe the crewmen kit should have reduced ammo like 2-3 mags insted of 9 or 8 to avoid poeple just requesting this kit for the incederies.

Ideas to add?
Bad points?
Good points?
Disscuss....



problem rasied by clueless
clueless_noob wrote:Crewmen used to have them, IIRC. But as incendiaries are used to destroy razor wire / tank traps, there would be no point to build these fortifications at the first place if every crewman could easily destroy them. So incendiaries were removed.
anyone got a solution besides only beeing able to use C4 to blow them up?
or maybe maybe having a specialt shootign a shotgun at a certian part of the wire???
Last edited by killonsight95 on 2010-03-25 20:06, edited 1 time in total.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Tank/armour destruction suggestion [gameplay]

Post by snooggums »

So if I kill a tank it is like a player and can be 'revived', forcing me to camp any vehicle kills?

I don't like it. The infantry thing is to represent large numbers of players, the amount of vehicles we already have is heavy for the amount of players and when they are destroyed they should stay that way.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Tank/armour destruction suggestion [gameplay]

Post by killonsight95 »

snooggums wrote:So if I kill a tank it is like a player and can be 'revived', forcing me to camp any vehicle kills?

I don't like it. The infantry thing is to represent large numbers of players, the amount of vehicles we already have is heavy for the amount of players and when they are destroyed they should stay that way.
what infatry thing?
and yeah kind of like reviving a tank but it would take a lot longer than reviving infantry
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bad_nade
Support Technician
Posts: 1499
Joined: 2008-04-06 18:26
Location: Finland

Re: Tank/armour destruction suggestion [gameplay]

Post by bad_nade »

killonsight95 wrote:I also suggest that crewmen get a incendary grenade
Crewmen used to have them, IIRC. But as incendiaries are used to destroy razor wire / tank traps, there would be no point to build these fortifications at the first place if every crewman could easily destroy them. So incendiaries were removed.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Tank/armour destruction suggestion [gameplay]

Post by killonsight95 »

clueless_noob wrote:Crewmen used to have them, IIRC. But as incendiaries are used to destroy razor wire / tank traps, there would be no point to build these fortifications at the first place if every crewman could easily destroy them. So incendiaries were removed.
hmmm i get ya there but maybe it should be changed so it needs a C4 to clear it so u need to be mroe tactical with taking FOB's out
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Tank/armour destruction suggestion [gameplay]

Post by snooggums »

killonsight95 wrote:what infatry thing?
Revives to simulate large numbers of troops.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Tank/armour destruction suggestion [gameplay]

Post by rushn »

like helicopter damage?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Tank/armour destruction suggestion [gameplay]

Post by killonsight95 »

snooggums wrote:Revives to simulate large numbers of troops.
oh yeah, but my idea is bassicly to give
a. more time for you to get your vech abck without loosing tickets
b. make u look after your vech mroe because u know it might not spawn in like 10 mins u might have to wait 20
c.possibly improve convoys
d. give the winner of the tank battle a choice to sit and keep control of the area or move on or destroy the enmy vech and move on
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Tank/armour destruction suggestion [gameplay]

Post by Redamare »

Great idea IMO ... it will give a new aspect of team work to Pr with the addition of repair crews retreiving downed vehilcles
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Tank/armour destruction suggestion [gameplay]

Post by Arnoldio »

It works fine as it is now, something concerning this system, i think it should be applied to all vehicles if it isnt allready (i know it ist applied to technicals, but never seen a disabled humvee)
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: Tank/armour destruction suggestion [gameplay]

Post by kumade »

I think the idea is good, especially about using combat engineer for blowing up damaged tanks. And it's not too much unreal. There are some special engineer teams, which are blowing vehicle's remains.
But i think these changes will never be used by players. Tanks usually not traveling, they sitting and hearing for engines :)
So, if You loose tank duel, You will never return to that area, because enemy tank will hear You, while You approaching. And i doubt that You will organize people to protect Your supply truck in some appropriate amount of time (8 mins, like You said).
On the other side, if You win tank duel, You will know that You just need to wait 8 minutes (anyway You sitting and hearing :) ) and maybe You will gain some more frags, when repair team will arrive ;)

So, Your idea indeed has a potential, but need more thinking.
Maybe it will be more interesting if much harder rules will be introduced. For example, if tank skeleton was destroyed by engineers - team gains "-1" to tanks count. Or tanks\apcs are not spawnable at all, and only can be rescued with repair team.
Last edited by kumade on 2010-03-25 21:28, edited 1 time in total.
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