Ambient Infantry for ground battles

I dig this idea, since you could hear random dialogue of “watch out enemy tank” which might just be a coincidence but it would honestly be ironically good call outs.

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There may be a loophole for this. For example, having them just appear injured or incapacitated before eventually despawning. Shooting the majority of a squad could show them as “knocked” or “neutralized” rendering them invulnerable to player actions. Afterward being “knocked”, their animations could be them taking cover, carrying or dragging other soldiers or (the easiest option) just crouching or going prone near incapacitated allies. It would be cool to get points for “MEDEVAC” in a something like a UH-1 or BMP. Theres an extremely popular game with a pegi rating of 12 that includes people getting domed by snipers and blown up by explosives (it rhymes with Fort light).

I think they should just be able to be dropped off by vehicles with infantry carrying capability, and they sort of have the ability to hold points (They old a predetermined point on a cap, and prevent capture until killed), maybe give 1 rp and 10 SL for every one killed, they shoot at you, but only with rifles or something so can only damage tracks/exposed crew.

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But you wont kill them you will make them “unconcious”

To make some corrections and build upon your weapon suggestion, I would probably suggest it as following:

Nation Pre WW2 WW2 1950-60s 1970-1990s 2000s
USA M1918 Springfield M1 Grand M16 / M14 M4 FN SCAR-H
DEU Kar98k Kar98k HK G3 HK G36 HK416 A8
RUS Mosin-Nagant Mosin-Nagant AK-47 / SKS AK-74 AK-12
GBR Lee-Enfield Lee-Enfield FN FAL L85A1 L85A3
JPN Type 30 Type 99 Type 64 Type 89 Type 20
CHN ? Chiang Kai-shek Type 56 (AK-47) Type 95 Type 03
ITA Carcano Carcano Beretta BM59 Beretta AR70/90 Beretta ARX160
FRA Lebel Model 1886 MAS-36 MAS-49 FAMAS HK416F
SWE M/96 Mauser M/96 Mauser Ag m/42 Ak 4 Ak 5
ISR - - FN-FAL IMI Galil IWI Tavor

If I have to be honest, the pre WW2 section, would probably be something that would be worth cutting off, since most of the weapons is the same as the WW2 section I listed, or very similar to the WW2 section. However I left it in, in case that you would want it for your suggestion.

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but in Heli EC you can kill off AT guns? you can literally see two people maining it.

Carcano, not Cacarno.

fixed thanks

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Technically the AT guns count as vehicles so its kinda loop hole there I guess, but also you usually cant see the crew unless your using optics so its not really violent.

The pre ww2 is actually just for the 1.0-2.0 area as a lot of vehicles at that br where built before the outbreak of ww2, and thank you for the Chinese section I have realized that I apparently forgot to even cover china

Carcano.

my bad give me a sec
alright should be spelled correctly now seems that it was autocorrecting it

Now it have too much “r”.
Dang, take out that autocorrector!

bro what, I copied what you said
fixed it idk why it did that

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Dang, take out that autocorrector!

Seems like a perfect job for Infantry! :D

I like this whole idea a lot.

While WarThunder is mostly a “capture the flag” kind of game, you could make an argument that “behind the scenes” or “under the hood” or “in the background” or whatever - well… Tanks don’t capture cities. Infantry does.

On City Maps, tanks have always been the “Hero Class” supporting invisible infantry who are doing the hard work of holding the physical ground (evidence: When a tank gets CASed to death while on/near a cap, the cap does not instantly revert to neutral. something is keeping control of that point while “off screen”.

The biggest issues that I see (as a longtime IT person) is Resource Management.
It’s a cool feature, but doesn’t bring any benefit to the table.

It’s not a new vehicle.
It’s not a new game mechanic: for example, there isn’t a mechanic to capture a point with infantry on a point without a vehicle being specifically “in the circle”. A new mechanic would be something like “In RB, on City Maps, every player vehicle exerts a Zone of Control extending 100m in all directions.” which means that you could be up to 100m away from the edge of a Capture Point and be capturing that point - but that would be an enormous change and would piss a lot of existing players off.
It’s a LOT of art assets, modeling, and animation for a cosmetic feature.

It’s an excellent idea, but without functionality, I think it would languish at the bottom of a to-do pile forever.

Now, if you set aside “War Thunder is not an infantry-focused game, and it would make the game less focused on being a military vehicle simulator” as an immutable characteristic of War Thunder and think of it as a new business opportunity for a company that likes to make money…

How would you do it? Plenty of other games (going all the way back to World War II Online which launched in June of 2001, and still exists today) have successfully integrated the idea of Mechanized Infantry.

It’s not impossible, but I think it needs to be some sort of Business Opportunity for it to get any real traction.

With infinite resources, I think I’d run with this with a new game mode that requires armor to support APCs and APCs to support Infantry and Infantry exerts a Zone of Control over their area on an urban map. Lord knows I’ve spent a lot of time riding in the back of a Bedford or Opel Blitz hoping we don’t die on the way between the spawn and the town we’re trying to capture (20 years ago in WWIIOL) Conversely, with a game mode that includes significant infantry assets, Armor ‘in town’ should rightfully fear the Panzerschreck and the Javelin, y’know?

Love the idea from top to bottom - not sure how to justify spending the development resources on it though.

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The addition would bring an entire new line of vehicles and give players a new style of gameplay. I can absolutely see players buying premium IFVs or APCs to skip the grind of lightly armed or armored transport vehicles. Same with helicopters. Lets say a player wants to get into helicopters. Attack helicopters keep taking all his points and SPAA keeps swatting him out of the sky. But wait, theres another way to grind helicopters. Bam! Now players can buy a premium CH-46 and grind by transporting troops. Wanna grind out the Russian transport line? Bam! Now you can buy a premium BMP. As far as the cosmetics, a lot of it is already in the game. The infantry is there and a lot of the weapons are there (as vehicle props). All they’d have to do is update pathfinding and add skins. Theres a huge opportunity for financial gain and the addition would cost no more than a regular update.

I mean, I like the idea a lot - and there could be game mechanics that support it in higher tiers.

The Hind carries 8 troops, and the Merkava (this blew my mind when I learned it years ago) has room for 6.

Technically, brand new vehicles aren’t even needed - just a mechanic to simulate rolling up and dropping your buddies off to hold the point. It could be abstract - I mean “capturing a zone” is already pretty abstract, it’s just a timer that represents…a timer.

Modify it to represent a generic ‘count’ of infantry in and around the zone (either 1:1 for however many infantry can be carried at later tiers, and representing infantry riding on top or walking behind medium and heavy armor sets at lower tiers - or a multiplier, like “every infantry in a Merkava is 10 points, the Merkava carries 60 points of Infantry”

The interesting twist for me in even a wholly abstract “points based” layer of Infantry Support like this is that the enemy can roll up with their own infantry to control the zone (a house to house firefight breaks out) - and to win you need to bring MORE points than the enemy has in that zone already (or you fight to a stalemate, and you capturing the point just turns it back neutral as you fight to a standstill.

OR

Armor can call CAS or Uncle Artie directly on the zone and “hurt” the infantry ability to hold the zone -not necessarily casualties - even though this is all abstract numbers with some animation window dressing to make it look nice, Artillery can make the Infantry keep their heads down, suppressing them. that can be just as effective as dropping 500 pounders on their heads…

Could introduce the mechanic with existing assets (no real changes or new vehicles to mess around with) and see how well liked it is before a full commit.

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Think it would be like the arty we have now or maybe some smaller type ones that only hurt open top tanks? It would be cool to have actual infantry interact with each other. Maybe even their own mortars in the back.

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I also like the idea of unarmed troop transport vehicles. They may not be able to defend from an T-90 slinging a hunk of metal at you faster then the speed of sound, but they have one thing that tanks an other vehicles lack.
S p e e d. Try hitting a target faster than your turret can even traverse. Try hitting something light like a Hummve or a jeep while its zooming through buildings and dropping off troops near objectives. And the best part? It would theoretically have the lowest cost to spawn since its vulnerable to pretty much everything else. Once you run out of most of your spawn points, you could zoom around the map in the hopes of assisting the team by trying to cap a point, preforming reconnaissance, repairing damaged tanks with engineers, or even dropping off supplies. What makes it all even better is the fact that this could be done with every tech tree and every battle rating.

add-transport-truck-v0-sp229k2sitgb1

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well guys, it would appear that my suggestion is somewhat coming true tomorrow, lol

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