Here you go:
"The Challenger 2 has a 12-cylinder, 1,200hp Perkins Caterpillar CV12 diesel engine and a David Brown TN54 gearbox, with six forward and two reverse gears. Second-generation Hydrogas suspension and hydraulic track tensioner are fitted. The maximum speed by road is 59km/h and 40km/h cross country. The range is given as 450km by road and 250km cross country."
Found here: http://www.army-technology.com/projects/challenger2/
So 250km is still more than you are ever going to cover in game...
revisit refueling
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FoW_Strummer
- Posts: 86
- Joined: 2006-12-18 00:53
Safekeeper wrote:I've long been a supporter of planes requiring refueling, but ground vehicles having limited fuel is new to me. Having said that, I actually do like the idea. You could have tank cars as well as fuel depots and perhaps deployable fuel dumps for tanking up. Perhaps you could even have a supply line system in which a fuel depot has to be able to trace its line of supply through several nodes and/or control points back to a fuel source to work - otherwise, if a node is taken by the enemy, the depot is 'out of supply' and unable to provide infinite amounts of fuel. You could also, in some maps, have a pipeline or two and some points where you can blow it up to severe the flow of fuel until its repaired or the damaged section 'respawns'..
This is more like it. Yeah Yeah Yeah..I know that IRL, that the fuel mileage and range is going to be more than that of our in game maps. We are picking and chosing what we want to simulate IRL in game. We simulate MASH units by having medics with magical kits, we simulate resupply by magical supply drops, we have the magic wrench for the engi..all of which is awesome to simulate those Real Life Battle issues. I just do not think that we have effectively countered the important issue of logistics and "supply-line". It is more than MPG. FUEL is so vital for any battle. To ignore this is to ignore a huge aspect of successful battle strategy.
STRUM
Though the rules of the road have been lodged.....its only peoples games that you have to dodge...ITS ALRIGHT MA..its life and life only!!
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FoW_Strummer
- Posts: 86
- Joined: 2006-12-18 00:53
Jonny wrote:You just have to find the right way to break their supply line, either by mining major roads, ambushing troops, surrounding CO assets or, preferably, more than one of these to force them to use a large part of their forces to counter a small part of yours. Or at least hurt them before they get into battle.
I give up..lol. You guys did a good job stopping there offensive, but not the supply line..there is none..
Presently there are NO SUPPLY LINE intregrated into the game. Dont get me wrong..I love the game., and I am not complaining. I guess I just like the infantry aspect a bit more, coz it is more realistic.
I was just on EJOD..and had a miserable time. My squad was very good, and we communicated well, its just that the other team had such a jump on our positions with their amror that we were unable to counter. Of course people got frustrated and left then more joined..it ruined the whole cohesion process. Tanks just camped the hills and mowed down the infantry. As it is now...tanks do not need any supplies (fuel). They just need a few engis...and thats pretty much it..Let the tank killing begin. To me, its not realistic. In battle tanks are used in unison to impact certain areas supported by infantry. Tanks are only as effective as there ability to stay properly fueled and repaired. Actually to be honest, what would really add to this idea is NOT being able to repair a tank with a wrench, but rather to go back to the "supply depot or set area" to get repairs and fuel."..but that may be a stretch. Right now armor is way to powerful and are a team unto itself.
Though the rules of the road have been lodged.....its only peoples games that you have to dodge...ITS ALRIGHT MA..its life and life only!!
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markonymous
- Posts: 1358
- Joined: 2007-10-25 05:20
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
I like the concept, though I'm not sure just how doable this is.
The main issue is that every 20 minutes you'll have a fresh, brand new selection of newly spawned armor straight from the phantom factory. Considering that you're suggesting every 20 minutes a tank should worry about refueling, well what would be the point if you could practically get your tank destroyed, spawn in and make use of the new ones? There has to be some benefit to actually keeping your tanks up and running.
One idea might be that a team must have an active command post to keep "reinforcements" coming in. So basically by destroying an enemy command post you can delay the time it takes for the next batch of armor, aircraft etc. to arrive.
Another idea on top of this could be that instead of only spawning a new asset after the initial one is destroyed, you can effectively double the amount of armor, aircraft etc. is available to your team by keeping your first group of assets up and running. This could benefit a team overall should they be capable of keeping their equipment up to speed.
Another idea is to increase the value of tanks and other armored assets. In a standard AAS match, the destruction of a tank should cause a loss of 10 tickets or more (I believe something like this exists on Al Basrah?).
Or you can simply increase the amount of time it takes for the next wave to spawn in (say 30 to 35 minutes), and/or decrease the amount of time before refueling is needed (10 to 15 minutes).
The vehicle depot is interesting. I like the idea of having these assets repair, rearm and in this case, refuel passing vehicles. A new sort of supply vehicle could spawn here, capable of refueling vehicles that have lost fuel out on the field. Can only be driven by engineers or crewman.
The main issue is that every 20 minutes you'll have a fresh, brand new selection of newly spawned armor straight from the phantom factory. Considering that you're suggesting every 20 minutes a tank should worry about refueling, well what would be the point if you could practically get your tank destroyed, spawn in and make use of the new ones? There has to be some benefit to actually keeping your tanks up and running.
One idea might be that a team must have an active command post to keep "reinforcements" coming in. So basically by destroying an enemy command post you can delay the time it takes for the next batch of armor, aircraft etc. to arrive.
Another idea on top of this could be that instead of only spawning a new asset after the initial one is destroyed, you can effectively double the amount of armor, aircraft etc. is available to your team by keeping your first group of assets up and running. This could benefit a team overall should they be capable of keeping their equipment up to speed.
Another idea is to increase the value of tanks and other armored assets. In a standard AAS match, the destruction of a tank should cause a loss of 10 tickets or more (I believe something like this exists on Al Basrah?).
Or you can simply increase the amount of time it takes for the next wave to spawn in (say 30 to 35 minutes), and/or decrease the amount of time before refueling is needed (10 to 15 minutes).
The vehicle depot is interesting. I like the idea of having these assets repair, rearm and in this case, refuel passing vehicles. A new sort of supply vehicle could spawn here, capable of refueling vehicles that have lost fuel out on the field. Can only be driven by engineers or crewman.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
I think that's about all that was needed, I'm sure the developers already know these kinda stats too, so I don't think this is very likely to appear in game.Morgan wrote:Here you go:
"The Challenger 2 has a 12-cylinder, 1,200hp Perkins Caterpillar CV12 diesel engine and a David Brown TN54 gearbox, with six forward and two reverse gears. Second-generation Hydrogas suspension and hydraulic track tensioner are fitted. The maximum speed by road is 59km/h and 40km/h cross country. The range is given as 450km by road and 250km cross country."
Found here: http://www.army-technology.com/projects/challenger2/
So 250km is still more than you are ever going to cover in game...
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FoW_Strummer
- Posts: 86
- Joined: 2006-12-18 00:53
AnRK wrote:I think that's about all that was needed, I'm sure the developers already know these kinda stats too, so I don't think this is very likely to appear in game.
Thanks for everyones input. Still think alot of people are missing my point. Perhaps I failed to articulate. Its not about MPG or fuel efficiency..I got that. Its about implementation of a logistic "supply line". I would love to see one.
Fuel should be a more important factor as well as repairs. I would like to see the magic wrench disappear and have tanks and armor go to an area for repair, and not by a magic truck, but by 2 or more engineers coordinated to be there to fix the armor. I think that tanks in game are being used for purposes that would not be logical IRL. Tanks are to soften areas for infantry invasion. In .07 they are infantry marauders and prowl alone and solo strafing infantry and hunting rp's. I dont blame them..heck take what the game gives..imo.
I understand about the respawn factor as well. Why go thru the trouble of repair and refueling when you can just wait for a respawn. TRUE...
I dont want to over-complicate things. Just want to see a very important facet of battle be incorporated into the game.
Cheers
STRUM
Though the rules of the road have been lodged.....its only peoples games that you have to dodge...ITS ALRIGHT MA..its life and life only!!
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(HUN)Rud3bwoy
- Posts: 678
- Joined: 2007-01-22 16:17
I dont think its a good idea. Think about maps with many vehicles (i.e.: Kashan Desert). There are how many tanks per team? About 6-8? Now in 0.7 in order to use a tank correctly íou need at least 2 guys (or you will die very very soon) Now thats about 12-16 ppl using tanks. Other 3 are using helicopters/aircrafts. Another 4-6 using APCs. Lets just say that there are 20-22 ppl using armored vehicles and 3ppl using aircrafts thats 23-25 ppl. If you take another squad who are driving around refuelling vehcles then you wont have any infantry to do the most important thing: capture flags. And we didnt even took into consideration the AA vehcles and the fact that there may be tanks with maximum (3) personnel.



