Features we want to test that will be implemented soon, but haven’t made it in yet:
Damage-specific critical points. If the tank goes below a certain health threshold, its functionality will be diminished significantly until it is repaired - I.E. Mobility critical at 60 health, mobility kill at 40 health, weapon kill at 20 health
Limited boost with a cooldown period.
Making the tank unable to capture points directly (forcing it to be a support element rather than an assault element).
Tank features I would like feedback on specifically:
The viability of the Medic and Ammo spheres. Do they make the team too OP?
The viability of the unlocks for the driver and the gunner. Should we have a tank shell for destruction of buildings?
The current speed and handling of the tank. As a driver, is it too slow? As a victim, can you escape?
The viability of dual countermeasures. Did they give an obvious benefit? Would IR smoke be better than normal smokescreen?
Features I would like to defer feedback on until a later build:
Tank health and critical states.
Tank mobility in the current playspace.
Tank building sequences.