Additions to game immersion

Any thoughts on this would be welcome, so thanks in advance for reading or replying.

Have a couple of things to throw out there that could be interesting features in the future for further immersion:

  • Addition to the feeling of life and immersion to the crew dynamics of a tank:
    Any crew member the player is not in control of will instead of being silent lifeless automatons call out enemy directions (“left”, “right”, “rear”, “front”) and relative distances (i.e., “short”, “far”) according to the viewports available to said crewmembers. In practise this could in its simplest form be e.g. “Infantry left close” or “Armour front far” (In reality a crewmembers experience could dictate if he could identify the type of armour, which could be something to think about) This could further add to the benefits of destroying viewports and furthering the experience of combat fatigue to a vehicle. I am appreciating whatever game logic that might have to be implemented e.g., concealment factor, speed and distance to what is being observed, however I do understand that the infantry AI have some kind of system in place for this.

  • Expanding the aggressive/passive firing modes to tanks:
    If in passive mode the tank would work as it currently does e.g. the turret locking and not firing when the player switches to the driver to maneuver.
    If in aggressive mode if the player switches to the driver position the now AI gunner will continue attempt to fire main cannon and coaxial mg rounds at targets, this would also go for a radio operator gunner/hull gunner if this is ever added.

  • Fixing the spacing command when a squad is ordered to hold an area in an open field.
    I feel this rather well on the oasis map especially, where I in some instances have to expose my squad when capturing or defending to bind/suppress advancing enemies to either buy time in defence or for capture. I am well aware that the squad spaces out properly when no orders are active or when they are ordered to hold areas with cover. (as the AI seeks out said cover) However in open areas when the “hold area” command is issued they default to the close squad formation regardless of what spacing command is given prior to or after the order. The whole squad then is usually blown away by one HE-round or an explosive pack from an enemy with the long-throw skill.

  • An optional lowered state for weapons for the player and AI:
    The main scenario I think of is when a squad with long weapons in cqc and avoiding to project your position with your gun portruding from a corner in areas where you are unable to have enough standoff. Accepting the more arcady style of the game it should not affect aiming stamina or sway, but rather only be a tactical oppurtunity as well as improve fov for larger shoulder mounted weapons.

  • Adding the two first points for aircraft, for the day I pray that gunners are added in.
    It physically pains me to see there being a gunner positions on my aircraft yet the crew amount stating “1 person”, even further so that you even can attach two or more crew to the ground attack aircraft at least. If the day comes that gunners are added, they could for example call out: “6 o’clock high” or “3’ o’clock low”

As a final sidenote:
If the the player counts, map sizes and game modes are ever expanded it would be neat to multi-crew some vehicles with other players of “give” members to other player’s tanks or squads where they have lost some of theirs.

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