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Old 10-23-2007, 11:09 AM   #11
Hotrod525

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Quote:
Originally Posted by Rafterman1987 View Post
Well, that occured to me about just repairing wrecks in-field. But, it leaves the issues of:
A) where the new crewman kits come from when people are ready to use the refurb tanks
B) will the repair crew simply abandon their ARV and take that shiny new abrahms they just restored
C) a lot of the devs talk about walking the fine line between playability and realism, I think for the two reasons above and the realism bit that lowering the respawn on vehicles back at base would probably fit in better than the whole magical wrench idea that in a lot of circumstance are unavoidable in PR.
well, thats an issue to consider... but i got an idea, if the ARV is destroyed no more tank spawn So pepole will take care of they're ARV...

but by an other way... pepole can just let the ARV in the base or hide it somewhere and never use it...

OR may be just remove engineer capability to repair tank...but... thats may be an unrealistic way...

I like the idea but i seen noway to incorporate it correctly ingame... may someone find it in the Dev Team lol :P


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Old 10-23-2007, 11:30 AM   #12
Jonny

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This would be made much easier by increasing tank hitpoints and adding a large 'severely damaged' part where it is totally immobalised, so a hit will take it out of action but not destroy it. Replacing the burned out wreak with the sever damage model would also help this, as people would be les inclined to totally destroy it for no obvious change. The wreak should need about 5 hits to destroy it, too, so that it is pointless to totally destroy each enemy tank you come across, just disable it.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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