Beppo said:
am still around, have a bunch of ideas in my head - old and new - and am still eager to get this stuff on a modern engine.
Nice to hear. And I'm on it too
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mbs357 said:
I like the idea of making the game support small infantry and large armor battles and letting the mapper/server admins choose what will happen.
Gives greater flexibility.
When I think about it, for example the UT2007 engine allows having nice vehicles in a larger map.
And what I think about is, having a squad based tank game against A.I. enemy tanks, sort of co-op, can be also a TM (Tank Match) I love tank sims.
That would be a real team based thing. You, the player, are the commander of the tank and bots are the driver, canonier and loader. As a commander you can communicate with other tank commanders and coordinate tactical maneuvers.
Maybe, if you want make the driver beeing a player and the commander the player who leads him and operates the cannon (via the loader and canonier bot).
The advantage of a tank game is simply, that it is slow paced and you can use a smaller map better, than a helicopter could.
I mean generally it would be Infiltration (indeed, the tank squad infiltrates the enemies), just replace an infantry squad with a "tank squad", include another maps style (with a large variety of buildings, trees and stuff) and have your tactical game as real as it gets.
1st person realism can be that you have the monitor/hatch look from the commaners point of view with the ability to open the hatch and stick your head out to have a total view.
You would drive the chassy via keys and order the cannonier to turn the turret into directions (and fire there) by a cursor, because you have independant view turning from the commanders hatch view (where you just can mark the targets).
Or when you have a player driver, the driver has his driver view and the commander his commander view with the ability to switch into the cannoniers view.