You know, as far as I can see, there’s been a real reluctance on the devs’ part to consider player vehicles that are supportive rather than offensive in nature, and looking at the state of WT team play on average, I think it’s easy to understand why. They don’t want to risk one team being “saddled” with people who are not gonna do damage.
Of course, AI controlled, drone-like support vehicles and PVE elements a la Air RB are another matter, but they also probably take more time and resources than a brush and a box, so it’s understandable.
I have sometimes wondered if it would make sense to tell a player who’s run out of spawn points in Ground RB, okay, you can’t spawn in any of your lineup vehicles anymore, but you can have a way back into the match by playing this static AT emplacement, or this static AA position, or this ammo resupply APC. Get enough spawn points and you can get back into the fight. You may have an incentive to do this if you’re playing with a buddy who’s still in the match while you’re out.
But it’s also true that many people already leave matches early as it is. So you’re doing something resource intensive that most players are never gonna use…
The human element of matchmaking is unironically the biggest limit setting what is and isn’t possible in War Thunder.
well, one team still can be “saddled” with spaas on some middle ranks where they can’t really pen a heavy/medium tank. So, i think there is no possibility for that really to be like… frequent.
In first games - yes, but then people will balance their setups and return to playing middle/heavy tanks more cuz… more players really prefer armour to everything else, idk. Thats what i see in games.
Can we get the ability to prioritize the ammo that is replenished? Now if you have more than one it will cycle through all the ammo, but if you are trying to just one ammo type back it would be nice to set that and get moving again.
I bet a lot of people would want to build an AA emplacement though 😂
This has a lot of potential for gameplay features in the future. Like reinforcing capture points and demolizing emplacements and obstacles with HE.
Maybe something that helps against spawncamping. It’s not fun getting killed after 15s from a camper or just a plane that you can’t defend yourself against. If you could control AA guns or AT guns near your spawn, that would certainly help to keep players at bay and reducing the pay-off of trying to get easy kills.
It also doesn’t make sene that there’s a battlefield without any infantry.
So everything that can happen on a battlefield, like digging emplacements, can also happen in the game without changing anything about the immersion.
Just imagine invisible supply trucks and infantry being part of the battlefield.
I’m wondering if it’s feasible to transport infantry in IFVs (Infantry Fighting Vehicles) and helicopters like Hinds and Hips. Additionally, i’m also interested in their potential roles, such as capturing bases, refueling and rearming other vehicles, and establishing FOBs (Forward Operating Bases) is this something that can be expanded on ???
A game already out called Heliborne does this quite well
That was not voted, was it? In fact, it was universally dreaded. Unfortunately, not enough people was aware of that economy change and everyone blamed all of its negative effects on a separate and unrelated update that came shortly afterwards.
I don’t like this idea, because it is really unrealistic, also will complicate the detection of the enemy too much.
Trenches are awful, smaller tanks with bad engine will have a problem.
Ammo boxes may be ok, but I don’t think that anyone need this in the game.
All of this ideas are in my opinion too arcade, not realistic and will make something like Battlefield with tanks only. Gajin, please don’t go that way.
Very cool but pointless idea if the ground realistic battles and maps aren’t reworked. Such features in the current Call of Duty like team deathmatch in a 500x500 meter box, are beyond useless like bulldozers.
You spend some time to build a nice foxhole with nets and ammo boxes to shoot out from, but then 2min later some light vehicle flanks you. Another 1min later match is over. Matches need to last longer than 5-10mins they currently last for this to be remotely useful. Even then, maps are beyond terrible for this mechanic to do anthing.
I think this way it’s better because most of the dozer tanks are at a BR where they don’t make much of a difference, because digging in and shrugging hits off is not really a good option at high tier.
On the other hand, something like a Jagdpanzer IV or similar tanks could really profit from trenches to cover their LFP or simply make them less exposed. but there is nothing anywhere near that BR that has a dozer blade.
Making it a personal/private thing seems dumb, this seems like a perfect opportunity to create more team play options and allow players to place resources strategically to help the team.
What I am really missing is a repair station, being unable to repair on a lot of scenarios without a friendly zone available and no alternative is annoying, being able to build repair stations to allow for repairs for those without parts and faster repair for everyone else would be a great utility to have.
Gaijin is just a Master of frog boiling
They have reduced rewards for years but also repair costs
So there is a long time Deflation going on
Making it Harder to pay for upgrades Vehicles and Crew training. While the Reward loss ratio stayed mostly the same
Maybe repair costs and Reward will reach hundred of sl in the future
Also the research cap seams to be back 3 air kills 11k rp with premium and premium Vehicle
1 kill and one ai kill 10k rp
Camo net. Unsure. Would prefer to have it above my tank. Instead of in front. To get some potential cover from CAS.
But trenches and mounds? Can’t remember the last time i used the bulldozer blade.
And i can’t even remember the last time i saw another player using a bulldozer blade. Outside of goofing around in spawn.
this blog post shows the major issue with war thunders developement:
it lacks direction, purpose and an overarching idea behind it.
all of these three features could improve the gameplay if they where embedded in a broader change of gameplay, so maps, gamemodes, matchtimes and maybe team compositions adapted to them.
instead, gaijin is after years of mostly ignoring feedback from the community and going through even with the worst of ideas, now asking the community for not only an opinion/feedback on the mere concept of a mechanic basically from step one but is also asking us to make the decisions for them.
the community is, in principle now, engaged in the conceptphase and gaijin wants us to make the decisions for them.
like gaijin, you are the devs, you need to have an overall vision where you want the game to go(a vision that is about more then increasing the playerbase and income), it is after all your job as developers, gamedirectors and so on.
draw up concepts, develop them a bit and test them internally, then if you think it could be good, present it to us the community coupled with laying out the vision you have for that concept in the context of the game and then gather feedback on it.
EDIT:
also what Schindibee wrote pretty much for everything else.