Tanks

Team Assault is a 3D turn based tactical game where players fight in close combat action at a squad level.

Moderators: Slitherine Core, Team Assault Design, Zeal

Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Tanks

Post by Xerkis »

It looks like the tanks and other equipment like that are more or less just scenery. And that is fine, because it does make it look way cool with them there.
8)

But some questions with regards to tanks and vehicles.

Are there any plans to have tanks as an active part of the game? In other words, something your squads have to deal with or can use. Perhaps not in the first release but down the road?

I assume hiding behind a tank is about the best cover you can get – right?

Is there anything like off screen support? For instance calling in an air strike or artillery barrage or tank support?
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

Correct, no tanks.

We're not sure yet how to do with adding tanks later on, either through an extensive expansion or in a sequel. Tanks are awesome, but we're not sure if they fit into the game. Time will tell, but feel free to let us know your opinions on the subject, it might very well affect our decision :)

About the environmental, broken tanks in the current game, they don't actually provide cover. Instead they block line of sight completely, so that they can be used to completely hide behind.

At the moment there is no off map support available, but we're planning to add artillery spotters for the first expansion, which are able to call for artillery or smoke strikes.
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

Well, once you have the game engine built, you could use that as a base for a new game. You could make a sequel “Tank Assault”. Just change the graphics and some of the stats. Same basic concept and design (plus some added stuff) but with tanks.

The other possibility would be to incorporate tanks in to Team Assault and make Tanks as one of your squads. Right off an issue with this though, would be the size difference and how the squads function graphically. As of now, Team Assault has the members of a squad fairly close to each other – tanks obviously wouldn’t be able to do that. The maximum distance members of a squad can have now with soldiers might end up being the closest distance the members of a tank squad could have.

Things to keep in mind for down the road.
:wink:
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

Definitely something to think about :)
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
eniced73
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Fri Feb 25, 2011 8:39 pm

Post by eniced73 »

Tanks are awesome, but we're not sure if they fit into the game. Time will tell, but feel free to let us know your opinions on the subject, it might very well affect our decision
+1. Not sure if the scope of the game fits with armor battles as you mention but being able to use one or two in support of infantry or even using HT's as fire support would be cool in my book.
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

I was thinking more on this...........

With some of the key elements of this game being the deadliness of weapons and causing “stress” on the enemy soldier; I think tanks would be a bit overwhelming. They would definitely have to be extremely limited. Perhaps one or two total in any given scenario.

Also (thinking about another thread on map size) just to accommodate tanks you would most likely need to expand the maps immensely.

Still – would be way cool to get them in at some point. Perhaps version 10.0 or a sequel game.
:wink:
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

Yup, the combat areas would absolutely have to be bigger if we want to fit tanks and other vehicles into the game. And yes, tanks would be quite overwhelming in TA, but that could also be one of their main uses; tank shocking. Dealing morale damage to enemies upon encounter etc. What's most troublesome with adding tanks is that they would add a hard counter requirement to the game. As the game is right now, there is no squad or force composition that is always superior to another, if a squad is used correctly, it can be used to beat any other squad. A tank however would not be able to be beat by ordinary gunfire, forcing players to use anti-tank measures... opening up the possibility to have a "bad" force versus another, making some skirmish or multiplayer games settled before they even start because one player lacks the means necessary.

Motorcycles, jeeps, HTs etc that can be beat using gunfire and grenades would fit better into the gameplay though, being more fragile. But in that case, almost as much work has to be done as for adding tanks... and we still wouldn't have tanks! And also, the larger maps would still make it possible to have "bad" forces if you don't have paratroopers or some sort of vehicles to advance quickly on the battlefield.
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

Agreed.

And an enormous map does not seem to be the direction that TA is going in. Because it’s a bit difficult to have squad focused tactics when you can’t even see or find the other squads on the field.

It’s a wish list item that might be best handled in a sequel.
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

As I see it, it is either two ways to go with a (possible) sequel; either more grandiose with tanks, artillery and a bunch of other cool stuff OR focusing more on soldiers, adding RPG elements, character progression etc, more like Jagged Alliance, but WWII.
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

An RPG element with this kind of game – oh yeah, now you’re talking!
8)

Hhmmm............... Lieutenant Xerkis....... No, no....... Captain Xerkis, the hero of over 500 missions.
That has a nice ring to it.
:D
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

:D
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
teamgene
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 203
Joined: Sat Sep 24, 2011 11:24 pm

Post by teamgene »

I would say just say no to tanks! hehehe. Nah, I wouldn't mind seeing a tank in single player mode, not sure I would want one around in multi player. From the videos and the number of bazookas in the videos the tank might be an endangered species at the ranges in the game.
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

teamgene wrote:I would say just say no to tanks! hehehe. Nah, I wouldn't mind seeing a tank in single player mode, not sure I would want one around in multi player. From the videos and the number of bazookas in the videos the tank might be an endangered species at the ranges in the game.
Very true. Maps would have to be much bigger. At first thought that might not sound like a big deal – just make a bigger map. But the AI, game mechanics would all have to be taken in to consideration then; even PC specs. Bigger means more for the AI to manage, it could really slow the system way down. But you wouldn’t know for sure until you try it.

Still – a tank coming at you with you squads trying to take cover and out flank it so as to get a killing shot with a bazooka sounds awesome to me!
:D
MajVonRyan
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 194
Joined: Mon Jul 11, 2011 1:47 am

Post by MajVonRyan »

Tanks sound great, but a good squad with a anti-tank gun might just put a end to Captain Xerkis, the hero of over 500 missions 8)
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

VonRyan wrote:Tanks sound great, but a good squad with a anti-tank gun might just put a end to Captain Xerkis, the hero of over 500 missions 8)
Oh so true that is.

It would be fun to take the risk though.
:D
MajVonRyan
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 194
Joined: Mon Jul 11, 2011 1:47 am

Post by MajVonRyan »

Xerkis wrote:
VonRyan wrote:Tanks sound great, but a good squad with a anti-tank gun might just put a end to Captain Xerkis, the hero of over 500 missions 8)
Oh so true that is.

It would be fun to take the risk though.
:D
Maybe the game could be scaled, in that two squad's = one tank or one anti-tank gun (with HE and AP shells) with a small group of supporting infantry, LMG (light machine gun group).

A panzerfaust (anti-tank weapon) would or could in the hands of experience infantry take out many tanks.
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

VonRyan wrote:
Xerkis wrote:
VonRyan wrote:Tanks sound great, but a good squad with a anti-tank gun might just put a end to Captain Xerkis, the hero of over 500 missions 8)
Oh so true that is.

It would be fun to take the risk though.
:D
Maybe the game could be scaled, in that two squad's = one tank or one anti-tank gun (with HE and AP shells) with a small group of supporting infantry, LMG (light machine gun group).

A panzerfaust (anti-tank weapon) would or could in the hands of experience infantry take out many tanks.
You have me convinced – but I already was before.
:)

That is about how I envision it too. One maybe two “squads” at most and then the rest of the squads as infantry with the right tools for the job. Tank mines, Panzerfaust,
........... or maybe even the “sticky bomb” from Saving Private Ryan.
:lol:

I think I can safely say that tanks will not be in the first release of Team Assault – and most likely not the following releases either. But, I think it might be also fairly safe to say that we will see something with tanks down the road. Maybe in a sequel type game or an expansion pack – not sure though.

One thing is certain – Zeal does listen to any ideas that are sent their way, so keep them coming.
MajVonRyan
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 194
Joined: Mon Jul 11, 2011 1:47 am

Post by MajVonRyan »

Maybe the game could be scaled, in that two squad's = one tank or one anti-tank gun (with HE and AP shells) with a small group of supporting infantry, LMG (light machine gun group).

A panzerfaust (anti-tank weapon) would or could in the hands of experience infantry take out many tanks.[/quote]
You have me convinced – but I already was before.
:)

That is about how I envision it too. One maybe two “squads” at most and then the rest of the squads as infantry with the right tools for the job. Tank mines, Panzerfaust,
........... or maybe even the “sticky bomb” from Saving Private Ryan.
:lol:

I think I can safely say that tanks will not be in the first release of Team Assault – and most likely not the following releases either. But, I think it might be also fairly safe to say that we will see something with tanks down the road. Maybe in a sequel type game or an expansion pack – not sure though.

One thing is certain – Zeal does listen to any ideas that are sent their way, so keep them coming.[/quote]

What about a tank (with no movement) as a fixed defence post, which the German's used at the end of the war, 'dig the tank into the ground, with limited turret movement, maybe 45 degrees from centre each way, which would limit the arc of fire, limited shells (5-6) and limited MG ammo 3-4 belts, that way the tank would be left once the ammo runs out or the post is overrun. Keep the 'sticky bomb', I like the sound of a Molotov cocktail.
Xerkis
Major-General - Tiger I
Major-General - Tiger I
Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
Location: Northeast, USA

Post by Xerkis »

One of the issue – as stated above some place – is the size of the maps. Even if the tank is stationary, just because of the sheer power of the tank; the maps would need to be bigger. With bigger maps comes other issues to be concerned about: the AI has much more to deal with, a lot more graphics have to be rendered, etc. It wouldn’t be all that fun if we had tanks, but a game that can’t handle it or player PC’s that can’t run it.

None of this is meant as an excuse
But simply a reminder of what needs to be looked at. All of this in the first release? Not unless Zeal comes up with a big surprise.

But you certainly are coming up with new and interesting ideas. Keep them coming.
:wink:
MajVonRyan
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 194
Joined: Mon Jul 11, 2011 1:47 am

Post by MajVonRyan »

Xerkis wrote:One of the issue – as stated above some place – is the size of the maps. Even if the tank is stationary, just because of the sheer power of the tank; the maps would need to be bigger. With bigger maps comes other issues to be concerned about: the AI has much more to deal with, a lot more graphics have to be rendered, etc. It wouldn’t be all that fun if we had tanks, but a game that can’t handle it or player PC’s that can’t run it.

None of this is meant as an excuse
But simply a reminder of what needs to be looked at. All of this in the first release? Not unless Zeal comes up with a big surprise.

But you certainly are coming up with new and interesting ideas. Keep them coming.
:wink:
You could overcome the issue of space and the power of the tank (in a fixed location) by only having a working MG or by shaping the ground around the tank. For example, if the tanks view of the map were blocked by either hills, tree's or any object which restricts it's line of sight, the power of the tank is overcome, as it can only fire at what it can see (within reason). Therefore, that tank would be treated and dealt with as any other fortification, bypassing it or removed it 8)
Post Reply

Return to “Team Assault”