Burning/Disabled tanks -1 reply

Please wait...

Aequitas

aka [SHEEP]BrotherMaynard

50 XP

8th February 2001

0 Uploads

489 Posts

0 Threads

#1 14 years ago

I've been thinking about ways to implement disabled tanks (which is kinda silly cuz I'm no dev), but I was thinking that it might be easiest to just make better use of the current "Tanks burn when really hurt but not dead" code.

Can't you just modify this so the game can simulate a tank being disabled a little more accurately? Obviously when a BIG gun hits a LITTLE tank, it should go poof, but when you're talking about slightly more even pairings of tanks, the loser should be disabled more often than explode in a glorious ball of fire. I'd think it would be easy enough. Lets see if I can figure out how to explain this...

You would need to modify the damage/hitpoint system so that tanks explode at a much lower negative number of hitpoints. As it is, it's something like, when a tank hits 0HP, it starts burning, burning slowly decreses HP, and when it hits -20 or so, it blows. Just make it so that the tanks HP needs to reach something more extreme like -100 to blow. It would need to be made so that the tanks would sit and burn for no longer than.. ohh.. a minuite or so if left alone, so not to deprive tanks from the team for too long, and so that it would take another.. what, help me out here.. 2 or 3 good shots from the rear or side to totally turf it. I'd need someone with more knowledge to help out with how it should really behave.

Three more things need to be modified for this too work

1: TANKS CANNOT BE REPAIRED ONCE BURNING!! Without this obviously it would lead to a gross amount of tank stealing. Either code it in directly (if possible) If not, just make the tanks HP bleed faster than an engie can repair (which shouldn't be hard seeing as they repair much slower now), and lower the negative HP more.

2: The behaviour of tanks when burning may need to be modified slightly. On this point, I'll definatly need some suggestions from people. It's almost good as it is, as in the tank cannot move when burning, and the turret moves extremely slow. I'm just not sure if it should be allowed to continue shooting. Maybe it can be allowed to continue shooting slowly if:

3: Infantry take damage from sitting in a buning tank. Who in their right mind is going to sit in a tank that's on FIRE? I'm not sure how fast the inf should lose health, but fast enough that they would be dead or damm near if they decide to sit in the tank and get off another shot.

Only major problems I can see with this right now, (tho I'm sure there are more) is that tanks will be sitting out on the field a bit longer, so new tanks will be spawning in the base slower. I'm sure there is a way to compensate for this tho. As well, this doesn't do jack for helping simulate track damage, where the hull and gun are unharmed. To do that, seeing as I don't think the engine allows for different tank behavior depending on locational damage, I wonder if you could somehow make landmines "stick" to tanks, and prevent them from moving, if the blast does not kill them (Big tanks). Of course, this wouldn't help if you SHOOT a tank in the treads, dammit.

Anyway, I just like throwing out ideas, so feel free to add to this or criticize all you want (but if you flame me I may cry :( ) And who knows, maybe we can help implement a much-needed part of the game.




Rikupsoni

Victim of Forgotten HopeForum bystander

50 XP

26th April 2004

0 Uploads

3,047 Posts

0 Threads

#2 14 years ago

True, true..:nodding: That would be great!




peckens

peck peck peck wooodddddd

50 XP

26th January 2004

0 Uploads

431 Posts

0 Threads

#3 14 years ago

that is actually a pretty good idea




Who_Flung_Poo?

No I don't know who did.

50 XP

4th November 2003

0 Uploads

5,360 Posts

0 Threads

#4 14 years ago

Bah then you would have a bunch of usless burning tankes on a battlefield for a long while. I mean what would you do on the larger maps like El AL? I would rather stay in my base rather than risk walking 5 or more grid squares just to be killed by an enemy tank because all your teams tanks were all out on the field just sitting there burning.




[SYN] hydraSlav

SYNERGY Member

50 XP

2nd October 2003

0 Uploads

2,372 Posts

0 Threads

#5 14 years ago

That could work




[BFE]projecTile

I'm way too cool to Post

50 XP

7th February 2004

0 Uploads

163 Posts

0 Threads

#6 14 years ago

I like the idea but I don't like this "no repairing" and "the driver dies", why does this have to be ? It would be much better when you can repair it, this would emphazise teamwork to get disabled tanks after a battle repaired, you could even make repair trucks which can fix tanks in their vicinity. You could simulate a disabled track or just a malfunction due to the hit when you can still repair it and still sit in it. The disabled tank can'T move but you can still move the turret, much slower but the tank is not yet a wasted tank, the other team would have to kill it in order to eliminate the threat and the tank would respawn in the base again, this way Who Flung Poo wouldn'T have to sit in his base because all the tanks are standing somewhere in the desert of el Alamein =)




Rikupsoni

Victim of Forgotten HopeForum bystander

50 XP

26th April 2004

0 Uploads

3,047 Posts

0 Threads

#7 14 years ago

Yes, but realism is FH´s idea. And tanks should burn about 20-40 seconds? Short time..




MrFancypants Forum Admin

The Bad

216,915 XP

7th December 2003

0 Uploads

20,000 Posts

6 Threads

#8 14 years ago

I missed the point where any dev claimed that :) It's just a game and therefore can't be realistic. :)

I like the ideas mentioned. Especially about burning tanks hurting their crew. It will teach tankers to move out in groups so that it is less likely that the other team captures a burning Tiger.




McGibs

FHdev

50 XP

3rd October 2003

0 Uploads

4,064 Posts

0 Threads

#9 14 years ago

I belive aaron ash is working on tweaking all tanks, armor-wise, and disable-wise. I doubt it will be in for .62 though.




MrFancypants Forum Admin

The Bad

216,915 XP

7th December 2003

0 Uploads

20,000 Posts

6 Threads

#10 14 years ago

Good to hear. And the current system ain't as bad as that you have to change it on the spot :)