Originally Posted by MrBloodworth
You must Cert to Drive/gun. Instead of the current, you have to cert to have a dedicated gunner.
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I agree with this. Instead of starting out with driving/gunning and having to cert into dedicated driving, why not start with dedicated driving and allow certing into driving/gunning?
Originally Posted by MrBloodworth
No re-spawning inside a tank, what the hell. You died, you lost that Vech. Sad part is the cloaker can't hack it (PS2). I suppose this is so no ones feelings are hurt.
We really need animations back, and kill this Function key switching. This is just a nurf to cloaker windows of opportunity, And its sad.
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Again we share the same sentiments. I suggested to Matt Higby that since we can't hack vehicles, Cloakers should have a tool that works like hacking but deconstructs the vehicle instead. As far as vehicles and spawning we really need to break the whole scenario down and look at it individually before we can just make blanket statements.
So lets break it down into these parts: Entering, Exiting, Seat Swapping, Gunning, Repairs, Death, Respawning.
Entering - Entering a vehicle should be pretty self explanatory, however when we take into consideration seat swapping it becomes a more complicated issue. You walk up to the vehicle and push the button to enter it just like you would expect, however where you enter the vehicle from no longer matters. In Plantside 1, if you were being attacked and ran to a vehicle to retaliate, you needed to make sure you were on the correct side of the vehicle so you could man whichever weapon you needed at the time. With seat swamping it removes this entire concept, allowing anyone to simply walk up to a vehicle from any position and teleport into the vehicle, where they are free to then change their seat from within the safety of the vehicle.
Exiting - Again exiting should seem like a pretty self explanatory situation, however we go back to the seat swapping scenario and see how it affects the exiting process. In Planetside 1, wherever you entered the vehicle from would be where you exited from, but with seat swapping that will no longer be the case. When exiting will you arrive at the location of the seat you're in outside of the vehicle? Or will you simply pop out in a random position? If it's the former then we'll probably see everyone swap seats as they are exiting to leave from the 'safe' side of the vehicle. If the latter, then that'll really screw up some tactics.
Seat Swapping - There isn't anything wrong with seat swapping in my opinion, it is more realistic and happens in the military all the time. However, as was mentioned before in the thread, instantaneous swapping should be avoided at all cost. I certainly like the timed swapping solution, but then we neglect some other classes of gameplay options. If certain seats couldn't be swapped to and leaving the vehicle was required, then there would be that danger aspect from cloakers and enemy snipers.
Gunning - I think the main reason for seat swapping is to make sure someone is always on the gun. This is completely understandable and fine with me, as switching gunners happens all the time within military vehicles without exiting the vehicle itself. This really brings up a few questions though as to why we would need to switch gunners in the first place. The first obvious reason is for when someone leaves the vehicles and there's no longer a gunner, but another reason could be if players in the gunner positions take damage while gunning. This will be talked about more in the Death and Respawning sections
Repairs - Combat Engineers seem to get the short end of the stick in regards to seat swapping. They will be the only class that is required to leave the vehicle to do their job, unless simply being in the vehicle makes repairs without input from the combat engineer at all. I definitely hope its the former rather than the latter, but who knows what the developers have in mind. Honestly for it to be a fair system, the combat engineer shouldn't have to leave the vehicle to perform their job, but that just doesn't seem fun in my opinion.
Death - If Planetside 1 is any indication of how death will work in a vehicle for Planetside 2, then when the vehicle explodes you and all your passengers die. However, lets go back to the Gunner section for a moment and consider if while Gunning you take damage. I could only assume while driving that you could also die if directly targeted as well, but realistically I would stick with if the vehicle explodes then you die.
Respawning - Respawning and vehicles would only be an issue if you take damage as a Gunner or Driver separate from the damage the vehicle is taking. If you do not take damage while you're a gunner or driver then respawning within a vehicle would be pointless since the vehicle would be destroyed. Squad Spawning within a vehicle is a different matter altogether, and I really like what bullet and Stardouser came up with. When squad spawning into a vehicle, you're limited to a 'naked' loadout to specifically serve as a vehicle gunner/passenger.
Just a few thoughts on everything. I don't think I've come to any real conclusions yet, but I can understand some of the design choices the team are making. Remember, we haven't seen how all of this works in-game yet, and until then we really can't make an informed decision on anything.