We could say the same thing for the mortar (marksman + RCON) and the artillery...no ?
Though I can see why you see a simularity (these require two people to work effectively) it's not quite the same:
- A person can still fire the mortar/artillery/.../ without using spots given to him.
* With tank crews seperated (1 gunner, 1 driver) you would always need to have two people, or hop between places Red Orchastra style.
- More then one person can spot for the gunner, "everyone" (with a binocular) can spot for every person sitting behind arty/mortar/... thus under good conditions more then one gunner and mroe then one spotter might help each other out. If 1 spot is bad the artillery guy can use an other spot from an other person instead.
* With tank crews it would only be 1 gunner and 1 driver. A driver can't "use" an other person (in an other tanlk) to shoot for him. If the gunner is a bad shot the driver is out of luck.
- The same goes the other way around, a sotter can give a good spot. If one mortar guy sucks an other might do a better job with his own mortar.
* If the gunner in the tank is good but the driver is an idiot this will make things ver diffiuclt for the gunner (tank driving aay just while the gunner wants to make a shot at an enemy).
- The spotters can also perform other tasks like most infantery and capture flags etc. Thus it doesn't reduce the amount of people (soldiers) that attack the enemy.
* A gunner and a tanker would mean twice as many people are needed to use tanks. Or to say it differently: Only half as much people can now attack the enemy. Instead of having 1 infantery man and 1 tank(er) you now got 1 tank active on the battlefield.
- Spotting andusing spot does require some communication (you need to ask for a good spot etc.) but idue to the above reasons, you can use other spots or don't use any spots at all and still be able to help your team out.
* A driver and gunner depend a LOT on communication: The driver must stop when the gunner wants to shot (ideally), the driver must turn it's front armour to the enemy as it is the ebst part of the tank, the gunner would propbaly wish to know the drier is going to make a (sharp) turn so he can "compensate" and keep the barrel pointing in the same direction. The gunnerand driver need to talk when it's time to relocate, drive away, backup etc. etc. etc.
Too complicated. I wouldn't mind dedicated driver and gunner rules but only if:
- We have a game with 500 to a 1.000 or more people in it
- We have a game with good communication (everybody uses a microphone and uses it properly for clear communication or some othersystem that makes for easy, fast and clear communication)
And many other fans, betatesters and devs agree. Or atleast pretty much all of them think splitting the driver and gunner is a bad idea and won't happen in FH2.
Sorry...
Well the other way around would to make engineer kit mandatory for getting into a tank so no one would waste their smg/mg/whatever special kit by going for a tank. And as Fuchs said every smart one already takes engineer kit for tanking.
It would make more sense if it would demand a special tanker kit OR sapper kit (ea any kit with a wrench).
Having said that, there are good reasons to have people with special kits in tanks. Mostly as (temporary) passengers:
- You have a special kit and are near a friendly tank (empty or controlled) and are taking fire. You'de might wish to find cover in the tank in some situations (ea if I don't get in that tank I'm a dead man).
- You are using the tank as a "taxi" from the base to the front, it saves you a walk and you can give the tanker covering fire with the hull MG or perhaps even from the other seats if available.
- You have a special kit but enemy armour is closing in on you, you might wish to borrow that friendly empty tank for a minute to take out the enemy armour.
So locking tanks out for kits would only kind of work if it would lock out the drivers position only and not the support/passenger positions such as the hull MG and deck "seats".