Ammo Acquisition

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DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Ammo Acquisition

Post by DarkTalon »

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hopefully everyone can recognize one of these objects.

if anyone remembers, these BF1942 objects were littered all over the maps, every control point had one, they probably saved your lives more times then you could care to count.

there are so many ways to acquire ammunition in PR, riflemen, support, APCs, transport helos, jeeps. one thing every one of these things has in common, they all move. if your base is under attack, these things are the first to go. APCs drive off to farm infantry, jeeps rush off to the nearest CP, support troops sprint to the frontline, transport helos crash into the side of a mountain.

so when your 2 man squad is stuck in the base pinned and bleeding what are you going to do? in reality you would head to the armory and grab ammo, if you're bleeding you would go to a infirmary.

there are a few advantages and disadvantages to this issue

Pros
  • the ammo source that won't drive away
  • the medic who knows how to do his job
  • realistic addition to bases/outposts
  • creates choke points inside of choke points
  • adds strategic locations
Cons
  • Discourages use of Medics during defense operations
  • too much survivability?
this adds a unique element of strategy during skirmishes, if your squad is attacking they might want to consider.

"this building is tall and gives our riflemen an advantage"
or
"this building has an ammo crate we can dig in here and last for a while"

a solution to squads boarding up in a house with an ammo/med crate would be to make them destructible, a well placed grenade from a squad outside would cut the teams med/ammo supply.

this would also add to the insurgency gamemode, besides the ammo caches, we could have smaller, slower ammo boxes that would allow insurgents to congregate in certain areas, almost like an insurgent stronghold, full of RPGs and lots of ammo it would pose a great threat to any coalition infantry squad, much like in real life.

these don't have to be insta-reload or insta-heal boxes, but if we had something along the lines of an armory base battles could become somewhat more interesting.

hit the barbed wire in the VCP? no need to DIE, over a little accident, just stroll on over to the medical crate in the bunker and grab some morphine!

run out of rockets in your deserted military base? walk on over to the armory and grab some more.

soldiers should have the advantage of supply when they are on their own turf.
thanks for reading!
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Sgt_Canadian_Floss
Posts: 260
Joined: 2007-09-16 15:11

Post by Sgt_Canadian_Floss »

I LOVE it, but we dont need a whole lot of crates, we need just enought.
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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

I like but it could be abused. Maybe if it could be restricted in that you have to face it and press E?
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

how about deployable supply crates via trucks?
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

for outposts yes , but for main bases and checkpoints , a maper-placed suplie craste would be enough .
Crusader09
Posts: 179
Joined: 2007-06-26 16:51

Post by Crusader09 »

how about deployable supply crates via trucks?


Done. :-D

Will promote importance to players and influence the need for a squad dubbed "Supply" or "Field Supply". Also, we need supply aircraft and not just a crate falling down from heaven.

Take your time.
=ICC=
In game name: ELITE_TANKER

"Discipline is the soul of an army. It makes small numbers formidable; procures success to the weak, and esteem to all."
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

how about large heli airlifting ammo crates in??

these just ideas anyways :P

trust me the devs have thought of these things hehe

one of the things we trying to get away from is repetitive gameplay, we want players to be in control of the battle. mapper placed objects control the way the round plays out, giving players more freedom makes the round play much different every time.

stuff like rallypoints (player controlled spawns), firebases/bunkers (player controlled spawn/ammo) help to keep gameplay fresh and adds elements of strategy to the game, so we try to keep going towards this way of thinking (more player control = better more diverse gameplay)
Doc_Frank
Posts: 246
Joined: 2007-03-12 21:13

Post by Doc_Frank »

We have ammo dumps already, don't we? OPG, AOM, AB, HOH etc FTW. Just a little bit more of them would be nice, but as I experience it, if someone in the squad has a HAT, the squadmates try to take care of his needs. One little addition for those dumps, might be a little off but I don't want to start a new thread about it:

When somebody destroys an ammo dump by brute force, that should result in a really big Boom. The engineer should be able to smoothly disarm it with his wrench OR the riflman and the engineer could seize it symbolically with their shovels.
"The torture never stops."
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

Guerilla_Frank wrote: When somebody destroys an ammo dump by brute force, that should result in a really big Boom. The engineer should be able to smoothly disarm it with his wrench OR the riflman and the engineer could seize it symbolically with their shovels.
I like the ammo explosion, but IRL wouldn't an engineer just put C4 on it? a SLAM would probably be the best way to kill an ammo cache, a neat shaped charge would quickly get rid of all that ammo.

maybe the new limited SF would start "supply disruption squads"
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