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FH2 Suggestions
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Old April 21st, 2004   #21
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Default Re: Tank Control and Positions

Quote:
Originally Posted by scion
I do not accept however, that communication would be an issue. As D-Fens rightly pointed out to all of us, we have a set of perfectly good voice commands that are rarely, if ever used for communication between players. The scenario mentioned earlier, the gunner sees an enemy tank, is unable to get a shot off, or misses his shot. The gunner could quite easily use the stop/wait call (I'm sure most players don't even know there is one), perhaps combined with the enemy armour spotted call, the driver could stop, and allow the gunner to take his shot, then continue, perhaps by the Go call.
And how exactly would we make clear in what direction the enemy is?

You ever tried this?

Quote:
as mentioned earlier, too many players may be taken up with two per tank. SilenT AssassiN suggested using this system only for heavy tanks. This could work, as this would mean only one or two tanks per map would requrire a crew of two. This would also balance the gameplay a bit, slightly nerfing the Heavys so they are not the indestructable war machines they are at the moment.
Yeah! Than I'd own King Tigers with Cromwells a lot.

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I think there is a general fear of change out there in the community, IMHO unwilling to try something new. If this was implemented, I believe it would be a feature that is sets FH apart from all other mods, and would increase the popularity futher.
Eerrrm. We are 'set apart' by our damage model. This damage model scares away lots of people expecting arcadish gameplay, so I doubt driver/gunner will have a very positive effect on player numbers.

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Old April 21st, 2004   #22
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Default Re: Tank Control and Positions

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Originally Posted by scion
This would also balance the gameplay a bit, slightly nerfing the Heavys so they are not the indestructable war machines they are at the moment..
There is nothing in this game that can't be avoided or destroyed with a little team work and it does happen. They are not invincable (except if you try BF vanila tactics)

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Originally Posted by scion
I think there is a general fear of change out there in the community, IMHO unwilling to try something new.
Unwilling to try something foolish and stupid.

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Originally Posted by scion
If this was implemented, I believe it would be a feature that is sets FH apart from all other mods
Yes a laughing stock
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Old April 22nd, 2004   #23
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Default Re: Tank Control and Positions

I do not think that splitting the driver and gunner positions is a good idea, but I noticed that you suggested having the ability for the gunner to look around without turning the whole turret while he does so. This is something that I would wholeheartedly enjoy in this mod. Of course, such an addition could have its problems, but I don't have any idea how bad they might be.
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Old April 23rd, 2004   #24
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Default Re: Tank Control and Positions

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Originally Posted by SacredLizard
I do not think that splitting the driver and gunner positions is a good idea, but I noticed that you suggested having the ability for the gunner to look around without turning the whole turret while he does so. This is something that I would wholeheartedly enjoy in this mod. Of course, such an addition could have its problems, but I don't have any idea how bad they might be.
And how exactly would you do this without separating gunner and driver? You already have your other hand on the mouse controlling the turret and another one on WASD steering the tank. And what possible use would that feature give since you can just as easily turn the turret (unless you're in a Tiger or StuG)?
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Old April 23rd, 2004   #25
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Default Re: Tank Control and Positions

Could a Tank Commander position be added. My roomate and I play all the time and work together in tanks and I love being able to act as the TC in the StuG Gs or Tigers or any tank with an upper MG or like the StuG the empty spot for spotting arty.

And as an extra question, is it possible to have the top gunners go into a hull down position, when going into infantry heavy areas it'd be nice to be able to duck down to safety.
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Old April 23rd, 2004   #26
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Default Re: Tank Control and Positions

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Originally Posted by Exel
Instead the two-man feature should be removed from artillery too. Not the other way around. It's a major pain in the butt when you have established a good firing position and then some jerk comes and hops into the drivers seat and taxis to the front line, probably getting both killed in the process. The vehicles could still have two seats for driver and gunner separately, to prevent firing from the move and assaulting with them, but they could be manned by one player only.
So true. It's by far the most annoying problem in FH.
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Old April 23rd, 2004   #27
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Default Re: Tank Control and Positions

You could use the left shift key like in the airplanes to turn the view independantly, Exel.
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Old April 23rd, 2004   #28
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Default Re: Tank Control and Positions

Well, I think a commander position would be nice to have. I mean, it wouldn't cripple the tank by binding more men to it, since it wouldn't be crucial to the tank's operation, but if manned, it could be a big help in spotting enemies, and maybe could be used for calling artillery as well. In addition the bow machine gun positions really need a player slot. That way, we'd have 1-3 men in such tanks, with more deadly potential than currently with each man over the initial 1 crewman that's enough to use the tank.

Also regarding taking cover while in a machine gunner position... yeah, it would definitely be good to be able to duck for cover. It'd stupid how quickly you get killed currently on those slots, because you can't duck. Those positions are pretty close to useless the way they are now.

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Old April 23rd, 2004   #29
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Default Re: Tank Control and Positions

I dont know if its been mentioned, but Silent Heros does have individual places for vehicle crews. I am a very big advocate of team work into well really, all of the BF mods. But just try Silent Heros for a bit and you will see it is very dificult to make the team work actually work correctly. Even within clan mates the coridination is simply a huge task to perfect.
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Old April 23rd, 2004   #30
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Default Re: Tank Control and Positions

thats exactly why it WONT be added!

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