Okay, as well all know, Tanks at the moment sort of have a dominance of Infantry in close quarters or in open fields and also now the lack of 9 mining, so what if we have different parts of the tank have different health? like its own seperate hull. The hull would stay the same, but thinks like the Main gun, tracks, engine, and the turret can be damaged or destroyed, making the tank more vunerable, so Grenadiers could target specific peices of the tank and attack them to ruin the tanks capability of fulfilling its purpose. for example: In escort grenadiers target the Heavy tanks main guns, to stop the raining of HE onto the last flag and then target a APC's wheels to put it to a halt so people can focus fire. Canyon, NF light tanks target the tracks of the rush research Heavy's in order to put them to their level. LT's attack the arty's main gun to stop the HE arty on the outside of the NF base on Cyclopean. The NF's tank force is being overpowered by a BE Med rush so extra infantry help out by damaging the engines and destroying the cannons. Theres afew but many more could be made. PROS: Could improve the usefulnes of Apc's, LT's & Meds late game. Gives more use to infantry in close quarter tank combat. add's more to team work and strategy CONS: Coding Makes fighting tanks more complicated.(Demented) ALTERNATE: Bring back 9 mines? List is subject to more Pros/Cons/Alts if you can think of any let me know and I'll put them in.
Con: Makes fighting tanks more complicated. Problem is, between lag and only being able to use a mouse and keyboard, you're pretty much just happy if your rpg or sticky grenade actually hits the tank. Chances are it's just going to get ignored in favor of hitting the tank wherever possible. Semi-random tank damage would then be a nice effect for flavor, but not really a strategic option. That, and it's often easier to just kill the tank in the first place. I think there are a few games where specific damage was mostly ignored in play because the benefit wasn't worth it.
Erm, this is sort of already implemented. People tend to use less back armour (4 sides of the tank). Also I think it would be a little too much of a pain, like ''oh, lucky shoot on his turret, now he can't shoot his 500res weaponry.'' Also repairing it would be a pain..
Yeah well, I'm not saying its a one shot thing, more like you target that specifically, and it makes tank rely on infantry more.
I like the idea but it's rather complex. I think you could get the best of both worlds if you simply give infantry weapons the ability to disable or otherwise reduce the effectiveness of tanks innately. Stickies for example, make them stop the tank in its tracks for a few seconds, make missiles knock a bit of speed off the tank when they hit and maybe half the speed for a few seconds, make stun stickies freeze the whole tank, stop the turret turning and stuff, so if infantry get close to a tank they can take it to bits if they keep hitting it, and maybe make the calculator be able to deliver a charged burst to the tank at touch range, which eats away at the armor on that side until it's depleted, this fully depletes the calculator. Make mines also stop tanks for a few seconds if they run them over. Basically make infantry hitting tanks cause the tank to be less effective, which then allows other infantry to get in with the stickies and the calculators and kill the tank as long as they keep hitting it. Of course this does rely on the tank being isolated and in close quarters but that I feel is perfectly all right, because tanks are very good in the open, so make them stay there, and penalise them if they try to get up in the infantry's business.
Make tanks slower and more maneuverable, they drive like shit right now. And along with this, put damage fall off onto a tank's anti-infantry weapons (machine gun) so the tank has to be at close or medium range. And then with tanks being a little more vulnerable, infantry might actually support/protect their goddamn vehicles for once.
It would be interesting to destroy every single part of a tank, but I doubt it will make the game run smooth. I've played a game like this before and it was called Parkan: Iron Strategy(Interesting game). It would enhance the gameplay. It isn't that hard to code, but it is harder to make it run smooth. So lets say for example the BE heavy tank components: -Turret -First Cannon -Second Cannon -Machinegun -Missile Launcher -Left Track -Right Track -Chassis Those are allot of components...
I'm not suggesting all the components viable for damage, only vital ones, or ones that are clearly noticeable except for the engine, that can only be damage while aiming at the back/front or wherever the engine is.
REALLYY. No way do they have dominace in close quaters, thats where tanks are at there most vunrible. Learn to use stickys mate. Also about the dmg idea. It is done in red orcistra (prob where idea came from) but thats on an entirely diffent engine let alone differnt game. It would be too complex to do due to engine limitations on the SDK. There would be psyics problems for a start. The limitaions come from the devs not being able to go into the pysics engine its self without full eingine accses. Yes you may say "Edit the hit boxes" but yet again this would become too complex and could again cause more problems. This is a cleaver idea. Being able to dmg differtent parts of the tank e.g Engine dmg = slower tank would be cool. I think it is a thorght to be considerd but atm the devs have a few more urgent things on their hands such as the commanding system and new models for the tanks and finaly aircraft...etc so i do think it is a good idea but something for later.
red orchestra is a new game, this type of "localized damage counters" is way older and has been done way better you stating that basically makes me want to ignore your whole post, but i will not, because i refuse to degrade myself to that level the source engine can handle localized damage counters, i know this because it is how armor works in this game... there you have it, i didn't ignore your whole post edit: sorry, i seem to be grumpy at the moment, and reacted it out on you, my apologies
Hey look,I just got hit by one rocket! Now I cant move! Sweet! Here comes another rocket! Now I cant shoot! Sweet! 2 rockets made my tank worthless! Sweet! Tell me somethings wrong with that.
I'd like to see single tanks become more important in Empires. I mean no more massing large numbers of tanks. The tanks that a team does get should be the backbone support for infantry in an offensive, and they should be very valuable, worth protecting. Maybe a crew of 2 or more to drive a tank and did I mention better driving? Right now it just seems like vehicles are very expendable. Not really the heavies, but the apcs, afvs, lts, and mediums just drive off without any support or backup. It also seems too easy to mass tanks, and when that happens, not only do infantry become almost obsolete, but each single tank is also worthless (it doesn't matter anymore if you lose some). How hard would it be to make a solid tank that can turn the tide of a battle, but also has large weaknesses that can be exploited if there are no infantry attacking with it? A tank that cannot be massed, a tank requiring much more strategy to wield.
Since tanks are expendable,nearly everyone gets to use one. If we made tanks these overly-expensive goliaths than only a few lucky people would ever get to use one.
Ya, your right, but if tanks have crews and not just one driver, more people can be involved with vehicles. Then again, I'm sure that would take a lot of coding, and the communication between crews required means its not too noob-friendly. Then again, its not like noobs can't screw up the current system in place anyway.
why not best of both worlds? have lights and meds as they are now, give heavies a little boost and make them require 3 man crews (1 gunner, 1 driver and 1 spotter/top turret manner) the spotter gives in local targets for the gunner to appear highlighted on his targeting hud (an inside view, its coming up anyway as far as i know so why not already mention it...) , gives targets for the driver to drive to and can use his weapon while sitting out of the top of the tank, the gunner would control most of the turret (guns etc), and the driver would... i dunno "drive" i guess making it so that everyone in that tank would become part of a squad only for that tank until they get out of the tank and whoever is inside the tanks "spotter seat" is that tanks commander until he gets out this would be possible because as far as i know empires squads are going to be passive anyway, so squads are going to be fluid as they would be with this idea
Who said one rocket stops the thing from working, no-one. Gday. Also; Yeah, the problem with this is Co-ordination and Communication, I can name 1 game called Red Orchestra that had a simular set up, you get alot of people not stopping when you tell them to.