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Armoured vehicle seat switching to maintain combat effectiveness #430

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rekterakathom opened this issue Jan 9, 2025 · 2 comments
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@rekterakathom
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Is your enhancement related to a problem?

Armoured vehicles (tanks, apc's, ifv's) without gunners or any manned turrets are basically useless. They will jink and try to suppress positions forever which obviously doesn't do anything useful.

Solution you'd like:

  1. Vehicles should always strive to have a person driving and a person manning a weapon. This means that if for example a Slammer tank gets its gunner killed, the commander should, after a delay, take the gunners place to keep the vehicle combat ready. Positions with weapons should take priority, so if the driver is the only one left, they should switch to a seat with a weapon available.
  2. Add a setting for vehicle abandonment. Can switch between how many crewmembers does an armoured vehicle need to have to be considered operational.
  • Option 1: 1 member (someone on guns)
  • Option 2: 2 members (someone on guns + driver)
  • Option 3: never abandon

Additional features would be stuff like driver switches seats if vehicle can't move anymore (engine broken, out of fuel etc).

Alternatives you've considered:

None, will possibly edit and add here ideas later on.

Additional context:

Easy repro for uneffective vehicle: place down OPFOR unit, place down BLUFOR slammer, enter preview, kill gunner through debug console, observe as the slammer endlessly jinks and tries to suppress with nobody on the gunner seat.

@nk3nny
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nk3nny commented Jan 12, 2025

Excellent. Then you'll enjoy the next thing I'm pushing :)

@nk3nny
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nk3nny commented Jan 13, 2025

Check #432

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