Tank's surrounding awareness

Currently tank crew act like 4 of them are blind and only player can see anything. As a solution I want to suggest mix of sonar and minimap (see attached picture). With use of view slits and crewmans that are still alive the tank may “see” it’s surrounding. If tank isn’t mooving than range of “sonar” can be extended over time, when mooving data may be delayed for example. Data may be actualised in intervals, I think it’s better than continuous because of balance reasons. Distance and actualization frequency may be affected by perks of certain crewman. View area may be connected to the “view” stat that already exists but, as far as know, doesn’t affect anythink.
It may be located in one of the corners of the screen.
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Ps. Of course I forgot to add the picture :stuck_out_tongue:

they do yell when they see enemies

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sonar? and minimap 3d interace?

are you some sort of time traveler?

jokes aside, i don’t think this should be in the first place.

tanks, are bit clumsy, due to their lack of big windows and such.

i think that tanks perform very well, as even in real life, they had " dead angles ". the main point, i think that players should adapt within the vehicle, you can’t just go in the middle of a town and hope to survive ignoring it’s own limitation such as view angle.

the only issue that i have with tanks in terms of visual, it’s that you are kinda forced to lose time trying to figure out though observation points, and give up because it’s so slow, and ineffective.

( so i would suggest just like a cockpit from any airplane, and give a free view with the mouse so we can look around from commander’s copula )

back to the thingy, @5762269 is right, your infantry scream when see someone close by.

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Do they yell: who, where, what’s the threat? If not than it’s very poor quality information. Especialy “where” is important.

they don’t have such complex voice lines, which they schould have as it would make the whole situation better and more precise ( pity ).

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I think that once the periscopes are fixed, looking around would become much easier, rendering the need for something like this mostly none.

But inn addition to that, we could maybe have a couple raytraces out of each of them if there is an active AI soldier there (not when player is there) and if those hit a player or tank, have a corresponding “tank/infantry at X o clock” voice line.

Sonar was just as reference point to better understand the idea.
Yes, tanks are almost blind in real life. Also in real life tank crew coopertes, so if for example driver spots a theat he informs the commander what, were, how many etc. We don’t have any of that, and information “there is enemy somewhere” is useless in my opinion. You are in combat zone, of course enemy is somewhere!
I suggested this additional minimap because if you don’t speak german/russian it’s easy to use.

So essentially almost exactly what I wrote about, just not as a minimap but as a voice line in foreign language. User friendly as hell.

why fix a periscope, when you have a copula. majorityof tanks relays on it.

although, i’m not sure they have such voice lines.

i’m trying to figure this out by my own. but from what i can hear from the game,

all current voice lines are just: infantry spotted, “patrioctic quotes”, hold that point, hold that area, enemy spotted, enemy killed and various random response from your squad mates to make you understand that someone is alive.

not many if i can say so.

it wouldn’t work either way. i do understand that not everyone is german or russian, so there is a slight disavantage. but there are no translated voice lines too. ( which i think it’s a matter of time i think?)

and i don’t think enlisted is a game that you should look at the minimap unless you are trying to figure out where you are in that location in order to precced with caution.

Sonar is not realistic. Simple enough.

The cupola consists out of a lot of periscopes :stuck_out_tongue:

I don’t like idea of translating everything. It kills climate in my opinion. If I play russians I want to hear russians.

no they are not?

i mean, sure for realism it’s important, but there are also people wanting to understand what your soldiers are yelling about. i think.

A periscope is 2 pieces of reflective surface, one mirroring your view upwards, then the second back to horizontal.

A cupola simply has a circle of 4-16 sets of these periscope mirrors.

It’s not sonar god damn it! I used is as a comparison to better illustrate what do I mean.
It’s a minimap that is actualised in intervals by crew that says sth in language that you don’t understand. They are drawing it on napkin to show you because you as their commander have no clue what they are talking about.

If you want you can translate it, but don’t make it obligatory to everyone.

Sonar visualises detected targets in a circle around whatever it is being projected from.
How does your system differ from that?
Like I understand the soldiers aren’t screaming high pitched noises to receive the echo, but the practical implementation would remain the same.

It would be similar, yes. In my opinion it’s the most userfriendly option.
Personally I don’t want to learn japanese to understand what my crew is shouting when I play pacific theater (imaginary situation).
Aslo even if AI would be able to give me data I want about enemy, than why they don’t tell me about obstacles?
Imagine scenario:

  • Ivan! Tell me if there is building on the left!
  • I can’t comrade commander!
  • Why?
  • It wasn’t in my contract of employment comrade commander!

Buildings would be visible via the minimap
Enemy engineer structures could simply be referenced to as enemy, requiring you to look into it as you would do so anyways.