ACF-Team / ACF-3

ACF
MIT License
67 stars 55 forks source link

[SUGGESTION] Crewseats + Crewseat push request coming soon. #39

Closed RedDeadlyCreeper closed 2 years ago

RedDeadlyCreeper commented 4 years ago

Adding crew-seats might be a good idea, I will likely throw up a push request later this week for it.

The goal of these was to:

A) Allow me to give ammo its realistic volume allowing people to make more realistic tanks and allow single shell boxes using the shell models

B) Reduce the amount of cheesy designs by making people protect more space if they want various sizable benefits, a lot less empty turrets with nothing but wedges inside. This is also why the gunner and loaders must sit very close to the gun.

C) Incentivize others to swap to crewed tanks whilst allowing current tanks to still function without crew and be overly penalized

D) Add more realism to tank sizes and classes. If you cannot fit a loader in your panzer 38t then you cannot reload as fast as one that can. Likewise if you have the large space of an artillery piece or open topped tank destroyer you can fill much of your previously open space by double up on loaders (Difficult to get 2 loaders unless you have a casemate.)

E) Autoloaders and autocannons become better weapons for smaller vehicles that lack a loader as they did historically (AMX 13 and autocannon Panzers) These will reload at the same rate as they do in stock ACF

The system I will push will do the following:

Gunners give a 25% boost to accuracy

Loaders give a 25% boost to loading speed each However... -Guns unless they are automatic (AL, MG, AC ,RAC ,etc ) start at 75% loading speed without a gunner -You can only add a max of 2 loaders to boost these -You must have a gunner linked before you can link a loader -Loaders cannot be linked to automatic weapons (Including ALs and SAs)

Driver boosts HP by 25% (I might recode it for a wider peak power range instead.)

Additionally: -All crew-seats will weigh 65 kilos (62 kilos for an average person, and 3 for the seat.) -Each crew-member dies in one shot or upon being damaged -Gunner and Loader seats must be extremely close to the guns or they will unlink -Gunner and loader seats re-use the duplication linking system of ammo (Unfortunately the drivers could not re-use this system)

All of the above is subject to change depending on community feedback.

RedDeadlyCreeper commented 4 years ago

Taken from Discord - DaAstronautical

Gunners give a 25% boost to accuracy Pretty marginal in the age of realtime ballistic calcs.

Loaders give a 25% boost to loading speed each Good in general.

Guns unless they are automatic (AL, MG, AC ,RAC ,etc ) start at 75% loading speed without a gunner Penalties aren't as helpful as incentives.

You can only add a max of 2 loaders to boost these Large caliber guns and arty guns have 4+ "loaders", not helpful.

You must have a gunner linked before you can link a loader Another penalty, it's almost more useful to just take the gun penalty than the weight, armor, and space penalty. Loaders cannot be linked to automatic weapons (Including ALs and SAs) Why not? Extra hands are useful in every situation. Diminishing returns are probably better in the situation.

Driver boosts HP by 25% (I might recode it for a wider peak power range instead.) Not really useful in either case, especially since fuel is much more compact.

-All crew-seats will weigh 65 kilos
About accurate.

-Each crew-member dies in one shot or upon being damaged Fair.

-Gunner and Loader seats must be extremely close to the guns or they will unlink Gunners really do not have a reason to be super close to guns, but I can see the reason why, since they are generally close by main guns. A notable example would be things such as IFV guns.

RedDeadlyCreeper commented 4 years ago

In reply to DaAstronautical: (Accuracy) I will make the 25% boost a minor accuracy penalty of 130% spread without a gunner if that makes it a little better, this will increase whatever the inaccuracy would be by a fair bit.

(Loading Penalty) It is a penalty because I wanted to both incentivize people to swap to a crew system and also because I believe that making tanks reload at 150% the speed of normal is both difficult to balance and would just seem silly. I felt 125% is much better than 150% in the eyes of others.

(Many loaders) if I allowed people to use too many gunners to get a huge reload bonus then people would either find a way to cheese my system to get more reload speed or build nothing but casemate tank destroyers and out damage everything. I personally like the idea but I need a diminishing return system

(Not worth it) My goal with the system is to allow ammo volume to be increased so that you might as well fill up the space in your tank with crew. This implementation was done more in a way to allow the acf community to transition into crewed tanks by incentives rather than force them to use them.

(AL and automatic weapons) I wanted to leave these weapons untouched in terms of loading speed because in real life the loading of these systems is usually either fully automated or is done out of combat to the point where it is basically fully automated. Increasing reload speed on an autoloader did not make sense to me.

(Bad Driver Boosts) Unfortunately I do not necessarily know of many alternatives, I am open to suggestions

(IFV cannons) As it is my goal to give certain weapons more roles, autoloaders, autocannons, and MGs are fantastic weapons for smaller vehicles mainly because they do not need a loader to maintain their max rate of fire (Think AMX 13-90) This allows these vehicles to still have a small turret with a crew of a gunner and still be able to operate at full capability. A tank like the Pz 38T with a small turret should not have the rate of fire of a tank with much more space and a dedicated loader.