Think what we are trying to do is keep things tad quiet for the moment, build up some material to show off then make some kind of announcement and big appeal for new members, though we’re always looking. There’s been a fair few attempts at new Wolfenstein style games/mods that attract too much attention early on and raise everyone’s hopes up, they assume it’s almost ready for release then moan when it isn’t, it discourages the modders from working on it and the project collapses due to low morale. We are trying to not fall into the same trap by promising too much too soon.
Can’t remember what the plans were now but I know the first map release will be infantry only but I’d see it as a lost opportunity to not try add some vehicles to this mod and have 50/50 split of infantry and vehicle maps.
It be good idea to try implement some asymmetry too. For example using the bike and side car as the Axis’ version of the Armadillo, it can only carry two people but have a mounted weapon in the side car and make it quite fast and agile, the Allies in turn would have a Jeep, can hold two more players but is bit slower and has no mounted weapons. (I know they did mount weapons sometimes) I’d refrain on trying to make either realistic in terms of how they actually did compare against each other.
I’m not sure how to go about using tanks though, making them slower than ET:QW would be a must and have long reload times and I guess you can vary the amount of both values on each side to offer pros and cons and also thrown health/armor into the mix. I’m just throwing ideas out so not going in-depth much really.
Anyway, if you have a low poly version of that bike I’d love to try get it working ingame, may look odd as it would be using player animation for driving the husky but besides that I reckon I could get it drivable.