Suggestions to make tanks more... tank-like. -1 reply

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MkH^

FH tester

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25th September 2003

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#1 13 years ago

One thing that bothers me about FH, is how the tanks are lacking one of their biggest, should I say perks, in real life. That is the fear factor of the infantry. They were huge, loud steel monsters, and infantry, even the veterans were more or less scared of them when they appeared in sight, or even if they could only hear them coming. They are too toy-like in FH.

FH is a computer game, so obviously you cannot recreate a feelings the soldiers felt in real life no matter what, but you can always take few steps closer to that.

There's not much wrong with how they work in the game, except that they need fragmentation grenades and anti-tank rounds, but other than that they are very nice and act pretty much like they should. However, I've got a few suggestions regarding their general appearance.

1. In real life the tanks were heard tens of kilometers away - in FH you can barely hear them ten meters away. Increase the sound range.

2. In real life the tanks had a very loud and distinctive powerful diesel engine sound - in FH, with few exceptions, they pretty much sound like hoovers. Recreate and louden most of the sounds.

3. Amongst most common tank models experienced soldiers were able to tell which tank it was from its sound - in FH the same sounds are used amongst huge number of different tanks. Most tanks need an unique sound.

4. Medium tanks weighted over 25 tonnes in most cases. I'm not physician, but I'm quite sure anything this heavy cannot be lifted by the explosions of only few kilograms of TNT, yet in FH the tanks are leaping like there's no tomorrow. Very good atmosphere killer. After being destroyed they should simply stop on their tracks and catch fire. Not go out in a huge Hollywood explosion jumping five meters high in the air.

5. The gun sounds... well, this is an obvious one.

6. Tanks should have a full time camera shake instead of having a race car suspension. 6. Would be cool if they shook the ground under the infantry nearby, but I doubt this is possible.

Anyway, I hope my post didn't sound too insultful or demanding. I'm just suggesting few things to make the game more atmospheric and intense.




Ohioan

Not Wise Shitashi - Cheston

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6th October 2003

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#2 13 years ago

MkH^One thing that bothers me about FH, is how the tanks are lacking one of their biggest, should I say perks, in real life. That is the fear factor of the infantry. They were huge, loud steel monsters, and infantry, even the veterans were more or less scared of them when they appeared in sight, or even if they could only hear them coming. They are too toy-like in FH.

FH is a computer game, so obviously you cannot recreate a feelings the soldiers felt in real life no matter what, but you can always take few steps closer to that.

There's not much wrong with how they work in the game, except that they need fragmentation grenades and anti-tank rounds, but other than that they are very nice and act pretty much like they should. However, I've got a few suggestions regarding their general appearance.

1. In real life the tanks were heard tens of kilometers away - in FH you can barely hear them ten meters away. Increase the sound range.

2. In real life the tanks had a very loud and distinctive powerful diesel engine sound - in FH, with few exceptions, they pretty much sound like hoovers. Recreate and louden most of the sounds.

3. Amongst most common tank models experienced soldiers were able to tell which tank it was from its sound - in FH the same sounds are used amongst huge number of different tanks. Most tanks need an unique sound.

4. Medium tanks weighted over 25 tonnes in most cases. I'm not physician, but I'm quite sure anything this heavy cannot be lifted by the explosions of only few kilograms of TNT, yet in FH the tanks are leaping like there's no tomorrow. Very good atmosphere killer. After being destroyed they should simply stop on their tracks and catch fire. Not go out in a huge Hollywood explosion jumping five meters high in the air.

5. The gun sounds... well, this is an obvious one.

6. Tanks should have a full time camera shake instead of having a race car suspension. 6. Would be cool if they shook the ground under the infantry nearby, but I doubt this is possible.

Anyway, I hope my post didn't sound too insultful or demanding. I'm just suggesting few things to make the game more atmospheric and intense.

You used 6 twice. But I agree on most things here. Tank sounds SHOULD be heard a long ways away. The suspensions though, are fine. 40% of what made a good tank was the suspension, and it was designed to support tens of tons without shaking around, which most of them did pretty well. That is until the chasis were retrofitted with much heavier armor or much larger guns that threw the center of gravity off.. then the suspensions died.




Safe-Keeper

Aw, c'mon Cyan, it's quality!

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29th September 2004

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#3 13 years ago

1. Sound range: Agreed, except FH doesn't allow you to turn the engine off while in hidingsad%20%28frown%29.gif, like you can in World War II On-Line.2. Engine sounds. I'm no expert, so no comment. However, shouldn't the threads make a unique sound? 3. Engine sounds that vary from tank to tank. That'd cause the size of the download to increase even more, but besides from that, I'm not entirely against it. 4. Bouncing tanks: Agreed. 5 and 6: No comment. I have no knowledge of those things. 7: Ground shaking: Interesting, but I don't think it's possible.




Nuggetman

My Face is on Fire?

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21st January 2005

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#4 13 years ago

And the point of quoting the only post in the entire thread was? I agree with all of the sound points - but if you make tanks permanently shake, people are going to be reaching for their sick bags.




Kahju

Lame white man

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21st June 2004

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#5 13 years ago

I got to agree with MkH^ with the importance of sounds in this mod. Tanks really should be loud beasts to operate and to behold. In desert combat realism mod when you shoot the cannon you can hear reloading noises and invisible crewmember shouting "salvo up" when reloaded. Such small things would make a world difference to tankers. Add someone shouting "fire!" when the tank gun goes off, add ear deafning boom and camera shake and shell ejecting sounds + reloading sounds and the experience would be so much better. Same works for people around the tank. I agree they should be loud. Only tank I've experienced live was T-72 and even with its modern diesel engine you could easily hear it kilometer away when it was moving in terrain. I personally am all for separate driver/gunner too, but I know thats not going to happen, so I wont go there :) Some tanks kick up little bit of dust when drive and even have exhaust fumes coming out, which is mighty cool, but how about the tank main gun fire kicking up bit of dust around the tank too? Someone see real howizer fire will know what I mean with barrel pressure kicking up dust from ground. What comes to engine off while hiding... Without tank engine running crew could only turn the turret with the manual (extremely slow) way. And I think tank engine switch on/off could be pretty impossible to do with BF engine anyhow. I've also read that some tanks had big problems getting started in cold winter days... Also many of the FH infantry guns really need souping up the sounds a lot. I do like the KAR sound a lot, but the MP40 or thompson for example are just too weak to sound at all realistic.




Nederbörd

Has mutated into a Lurker

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13th March 2005

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#6 13 years ago

Whenever a tank comes upp on a map like Vuoksi I get that darn scared. I FEAR MY ENEMY!




Nigosky

FH beta tester

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28th July 2003

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#7 13 years ago
Safe Keeper1. Sound range: Agreed, except FH doesn't allow you to turn the engine off while in hidingsad%20%28frown%29.gif, like you can in World War II On-Line.

If you go to others position inside the tank, leaving the driver position, the engine is off.




Eglaerinion

Vault Dweller

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22nd September 2003

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#8 13 years ago

Alot of good points mkh and I agree on most of your points (no surprises there hehe). I think the constant shaking is fine as long as it stops when you stand still of course. Shooting on the move is not something ww2 tank crews could do very accurate, this shaking will force the player to stop to fire accurately over distance.

Kahju Some tanks kick up little bit of dust when drive and even have exhaust fumes coming out, which is mighty cool, but how about the tank main gun fire kicking up bit of dust around the tank too? Someone see real howizer fire will know what I mean with barrel pressure kicking up dust from ground.

If you want to see it in a bf mod try DCR their latest version has this effect IIRC.




Sjoert

Dread thinks I'm a special person

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23rd August 2004

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#9 13 years ago

I agree with most of your points MKH. But i have one point that i think you should add to your list: Limiting AT weapons. Its pretty unrealistic that just about everyone either carries a faust or satchels. This will make infantry aswell alot more realistic. Also remove the AT effect of the satchel. A small bag of TNT cant destroy a tank in real life. Give infantry class limits or make AT weapons pick up kits(and make them rare too). Why? Well because you cant make one part of the game realistic (tanks) while not changing anything about the other unrealistic part of the game (infantry).




Safe-Keeper

Aw, c'mon Cyan, it's quality!

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29th September 2004

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#10 13 years ago

For real, Ohioan, don't quote whole posts like that. Especially if you are not going to address more than a tiny fraction of themwinkx.gif.

If you go to others position inside the tank, leaving the driver position, the engine is off.

You do remember that it also means do not get to fire the main cannon and the turret's machine gun, and that another player can get into the driver's position and hijack the tankyeltongue.gif, right? But thanks anyway, I forgot about that.

Also remove the AT effect of the satchel. A small bag of TNT cant destroy a tank in real life.

But destroying tanks is the main role of the satchel charges. If you remove their AT ability, you'll have to change a good deal of other things, too. For example, you'll have to either add an AT class with some sort of AT weapon, or replace the satchel infantry all-together. Or give the satchel infantryman an AT weapon in addition to the charges. And as I stated, it'd take away most of the purpose of the satchel charges. As for the shaking ground, maybe it could be done by having invisible objects "spawn" and then self-destruct immediately around the tank whenever it moves? The objects can't be seen or heard when they blow up, but they produce a slight quake?