- Yes
- No
I have a concept for improving team-play in Ground Forces that I would like you to hear.
This concept is Adding a Tech-tree, for all nations, comprised of Ammo Carriers, Combat Medical Vehicles, Bridge Layers, Armoured Repair/Recovery Vehicles and (possibly with addition of Anti-Tank Land Mines/Optional) Mine Clearing Vehicles.
To break this concept to you down. How it works, What each vehicle type does, the way you research them and their Modifications.
Part 1: How it works.
When you are on the spawn menu, there will be drop down menu similar to Payload menu for Aircraft. within this menu will be the selection of Axillary Vehicles to choose from that are either at or below the BR you are play at. Selecting one will spawn you with that vehicle beside you at the cost of addition spawn points. (Optionally: you get a 1.5x score multiplier from spawn with it within first 3 - 5 mins after spawning/as long as the Axillary Vehicle is still alive within that time.[E.g. You get 250 score for getting a kill on an enemy tank, but spawning with an Axillary Vehicle with net you an additional 175 score])
So there will be risk vs reward aspect to spawning with one, as each inaction your teammates make with the Axillary Vehicle you’ve spawned with will net you score and spawn points for as long as it is alive. Enemies and yourself can earn 1.25x score for killing an Axillary vehicle. So watch out if yours gets destroyed, it might give the enemy player enough spawn points to spawn into something nasty.
Axillary Vehicles will mostly be controlled by AI as there will be an option to switch control to them on the fly. Whilst controlling it, your main vehicle won’t fire upon enemies unless fired upon (This is to prevent players using bot scripts from exploiting Gaijin’s Tank AI.). Also you can use them to cap points whilst being in control of them.
Part 2: What each vehicle type does.
Ammo Carriers:
Ammo Carriers such as the M30 here will be able to resupply ammo to yourself and teammates, but with a limit of how many resupplies it can provide, plus the double edged sword of becoming a bomb when destroyed. Most Rank 1 ammo carriers will be soft skinned trucks but as you progress you’ll get much more armoured ammo carriers. If an ammo carrier runs out of ammo resupplies, it can regain them at a cap point but may take time to return to full.
Combat Medical Vehicles:
Combat Medical Vehicles with provide crew replenishment up to maximum 3 crew to each tank (depending on what modifications unlocked/access to, the base is 1 crew replenishment) in addition to the 1 crew you can receive from a cap point. Being near one will also heal crew members that have been badly injured (orange/red) to being light wounded (yellow) over a period of time. Like the ammo carrier, it will have limited uses due to medical supplies not being infinite and have to resupply these at a cap point. (Note: The crew of this vehicle cannot replenish itself or from a friendly Combat Medical Vehicle, only from cap points.)
Bridge Layers:
Bridge Layers, well… do I even need explain this one? They bridge gaps… that’s it… Oh you want more, well they can create new ways out of spawn on some maps, open up new flanking routes, allow you to cross rivers faster, fix destroyed bridges, etc. You’ll earn spawn points and score for each time a teammate cross over it (there will be a score accumulation cool-down/once per spawn to avoid score and spawn point farming). The deployed bridge from the Bridge Layer can take damage/be destroyed and laying can take time (you can switch to it get it to deploy the bridge, switch back to your main vehicle so can guard it whilst it will continues to deploy the bridge where you wanted it.) so watch for enemies as it will be unable to move for some time. Bridge Layers will be able to retrieve their deployed bridges, but theirs happens to get destroyed, then the nearest Cap point is the only option to get it back. (not that you’d really want to… what would be the point.)
Armoured Repair/Recovery Vehicles:
They repair and recover tanks…
Okay; okay, I’ll be serious. If a teammate flipped/stuck, they can get them back on their wheels/tracks or out of ditches much easier than using you tank and you can earn score for doing it (but only 1 time per even 2 minutes, so no farming by having multiple teammates throw themselves off a cliff with aims of flipping themselves.) They will also repair allies faster with up to a 1.75x repair time reduction (based on modification unlocked) but the repairs these vehicles can provide will be limited as spare parts will need to resupplied at a Cap Point.
(Optional) Mine Clearing Vehicles:
Yes; yes… I know the image above looks like a Combine Harvester had a baby with a Compact Construction Digger, but that’s an actual Mine Clearing Vehicle. No, I’m serious. Anyway, you earn score/spawn points for clearing mines, the mine clearing tool will take damage over time and can only be repaired back to partial working condition unless you are at a Cap Point.
Part 3: The way you research them.
Much like the way you research helicopters in game, the same amount of research points earned for the tank you’re researching will also same amount earned for the Axillary Vehicle you’re researching (Optionally: [As a lot of players are at the top ranks and researching a new tech-tree from the beginning] You get research bonus for any Axillary Vehicle below the rank Rank unlocked on the main ground tech tree. You know, like having premium vehicle.)
Part 4: Their Modifications.
Axillary Vehicles will come with their own unique modifications.
E.g. Improved Logistics: Increased speed and range of resupply of near by Friendly Vehicles. Better Medical Supplies: Faster Friendly Tank Crew healing. Field Surgery: +1 Friendly Tank Crew Replenishment. etc.
Each will provide different improvements to how well the Axillary Vehicle performs in supporting you and your teammates.
So, thoughts…