Further incorporation of logistics

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Tartantyco
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Further incorporation of logistics

Post by Tartantyco »

So I was thinking, what if it cost ammo to keep FOBs operational? Basically, the FOB would siphon ammo from nearby crates and when the crates disappeared the FOB would be unspawnable until more ammunition was dumped there.

There are many ways in which this could work. One is that the FOB siphons a set amount of ammo and when that runs out it's unspawnable until more ammo is supplied.

Another way might be to make it detract ammo every time someone spawns.

What this would accomplish is it would make building FOBs in far off places with no easy resupply inviable(FOBs behind enemy lines and such), drastically increase the value of logistical trucks and make them priority targets for hampering the enemy and for protection, and make logistics a necessary element of the game.

It should not be such a time consuming task that more than one player would be needed to perform this task(Though that might depend on the map and amount of FOBs). If it's the first method with a constant stream then maybe 10 minutes per crate, if it's the second with detractions for each spawn then maybe 50 spawns per crate(This would require testing)?

There are a few issues that spring to mind though. For one, the ammo radius. Would it require crates basically on top of the FOB or can the FOB's radius be used instead? Maybe instead there could be another kind of ammo or something added to crates that the FOB uses instead of regular ammo?

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Dude388
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Re: Further incorporation of logistics

Post by Dude388 »

Not a bad idea at all...but the REAL question is whether it's possible with the engine?
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Zoddom
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Re: Further incorporation of logistics

Post by Zoddom »

i like the idea, since i have to see that some squadleaders think building firebases in A2 on Muttrah would be a good idea ...
killonsight95
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Re: Further incorporation of logistics

Post by killonsight95 »

i also suggested this in this thread i start a couple of days ago
https://www.realitymod.com/forum/f18-pr ... ystem.html
along with other things.
i aggree with this suggestion and would give a real meaning to logistics squads
ryan d ale
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Re: Further incorporation of logistics

Post by ryan d ale »

It's an interesting idea.

Not sure if I like it though.

I enjoy doing logistics but still not sure if I like it.
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bad_nade
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Re: Further incorporation of logistics

Post by bad_nade »

Doing logistics just because of logistics sounds, indeed, more reasonable if it's done to resupply assets. This would also make maintaining silly/ninja/glitched FOB's much harder than they're today, which is only a good thing.
Tannhauser
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Re: Further incorporation of logistics

Post by Tannhauser »

clueless_noob wrote:Doing logistics just because of logistics sounds, indeed, more reasonable if it's done to resupply assets. This would also make maintaining silly/ninja/glitched FOB's much harder than they're today, which is only a good thing.
True.
It also simulates indirectly the flow of reinforcements to a zone.
Cut the supply lines to an FOB and it will be overran quickly.

Makes RL tactics have sense on a large scale : Cutting supply lines becoming efficient while the idea of FOBs used a siege spawning weapons fades down.
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gaurd502
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Re: Further incorporation of logistics

Post by gaurd502 »

I love it! It would have to be tested though.
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Col.Sanders34
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Re: Further incorporation of logistics

Post by Col.Sanders34 »

thats a great idea. Disrupting supply lines could also give insurgents something of an objective (other than the usual suicide missions) and another reason to get organized in insurgency maps.
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TmanEd
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Joined: 2009-09-07 23:32

Re: Further incorporation of logistics

Post by TmanEd »

Maybe have ammo crates from an APC give it ammo? Not as much as a supply crate would, of course, but enough to keep it going for a while if that was all that was available.
dtacs
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Re: Further incorporation of logistics

Post by dtacs »

Excellent idea, fully support it.

Only problem I can foresee is instead of keeping a constant supply chain, crates and ammo boxes are just spammed at the one firebase to ensure its kept up for ages.
TmanEd wrote:Maybe have ammo crates from an APC give it ammo? Not as much as a supply crate would, of course, but enough to keep it going for a while if that was all that was available.
I would put it at a rate of:

Eats 1 crate/10 minutes
Eats 2 ammo boxes/10 minutes, meaning that 2 ammo boxes = one supply crate.
Freelance_Commando
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Re: Further incorporation of logistics

Post by Freelance_Commando »

Sounds like an interesting premise, especial since it will remove the odd camping of a FB just so your team mate can get close enough to knife or chuck an incindinary on it.
Last edited by Freelance_Commando on 2010-06-05 03:13, edited 1 time in total.
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Dev1200
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Re: Further incorporation of logistics

Post by Dev1200 »

I absolutely love this idea. definitely yes if they can make it work effectively.
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Nitneuc
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Re: Further incorporation of logistics

Post by Nitneuc »

Great idea, I'll support anything nerfing the current respawn system on FB but this one seems especially good.
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Sgt.BountyOrig
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Re: Further incorporation of logistics

Post by Sgt.BountyOrig »

If this were to become incorporated, I would like to see ammo crates get beefed up a bit, and that this siphons quite a small amount of ammo.
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Spec
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Re: Further incorporation of logistics

Post by Spec »

Getting rally points should also cost ammo then, or people will simply spawn, place a rally, and have the rest of their squad spawn from there.
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Web_cole
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Re: Further incorporation of logistics

Post by Web_cole »

This sounds like an excellent idea. +1 for at least trying this out :)
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Arnoldio
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Re: Further incorporation of logistics

Post by Arnoldio »

Tartantyco wrote:
Another way might be to make it detract ammo every time someone spawns.
This. 1 crate = 10-15 spawns

Thouhg what if people are going to defend the fob, and they would take ammo from the crates, that will lower the limit of spawnable slots. Ammo for the FOB and ammo for the players should be separated. Or shouldn't? :D
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pl0x102
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Re: Further incorporation of logistics

Post by pl0x102 »

I'm liking this idea :) Could add a real sense of teamwork to game play. Now Logistic squads will need to keep intouch with squads at fobs to recognise when the ammo will be needed.
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Zrix
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Re: Further incorporation of logistics

Post by Zrix »

It would need some serious thought and tweaking.


Imagine the current Jabal for example. The US blows the bridge near Jabal, and suddenly it's impossible for the MEC to spawn south of the river because the truck can't get there.
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