FARP

Suggestions from our community members for PR:BF2. Read the stickies before posting.
+SiN+headhunter
Posts: 148
Joined: 2007-12-19 09:39

Re: FARP

Post by +SiN+headhunter »

i already mentioned this.

All it needs to be is a feul tanker and a pad thing u can repair on.
With a Tool box on a table

Ppl could spawn it like fire base's. or mabee just engineers could spawn it
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-Sauso-
Posts: 250
Joined: 2008-08-25 06:02

Re: FARP

Post by -Sauso- »

i like the idea..not a spawn point just a repair/rearm point...
...
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: FARP

Post by Harrod200 »

-Sauso- wrote:i like the idea..not a spawn point just a repair/rearm point...
X5 (I'm so important that I count for 5 mere mortal votes)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: FARP

Post by Scot »

I agree with this.
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Snowno
Posts: 154
Joined: 2007-08-10 14:32

Re: FARP

Post by Snowno »

It's definitly needed.

I agree 100%
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: FARP

Post by Rudd »

I'm not sure, when we had deployable CPs people would make little fortresses around it, unlimited ammo and constant repairs makes for a dull battle

(PRT C6 al kufrah any1?)
Oak
Posts: 90
Joined: 2008-08-30 09:06

Re: FARP

Post by Oak »

I'm pretty fond of the way ammo is available on the battlefield at the moment. People keep hunting for ammo, crates and boxes are valuable, etc. An infinite resupply post is a bad idea, in my opinion.

It does save the tedious backtracking heavy vehicles require for re-arming, but I always viewed that backtracking as a necessary balancing tool for these powerful assets.

Perhaps this idea should be implemented with
1. Large but limited ammo supply
2. Very slow rearming speed

And then it would serve mainly for maps where backtracking is extremely long and tedious (e.g. Muttra).
scandhi
Posts: 293
Joined: 2006-02-02 20:53

Re: FARP

Post by scandhi »

UI'd say this would only be for an Munition purpouse on some maps as armour cant rearm on crates and FOBs. A Engineer could easy do the repairs.. A slow rearm that'd be. tiny bit faster then going back to base and rearmm perhaps`?
Super mario brothers: Nothing beats reality like killing turtles while high on shrooms and flying with a cape
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

This had been suggested a few times before I think, I think the DEVs said that given the scale of even the biggest maps in PR, two places to rearm and repair is a bit much.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: FARP

Post by Psyko »

sounds good. im sceptical, but it sounds good.
the other Steve
Posts: 109
Joined: 2008-09-15 20:51

Re: FARP

Post by the other Steve »

it doesnt only sounds good, its really needed.

kashan. all tanks are on bunker as US, just token mec outpost, now, should all tanks now drive alll the way back to base when empty? any general would place a ammmo depo in the bunker area. or make mapperplaced ammo depos who can be captured like flags.
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

Think about it though, would you really have a repair and rearming station just over/under a kilometre away from another one? It's really not that far to drive considering you can revive an almost destroyed tank AND rearm the thing completely.

Plus think of the spam, if there was one of these things on the ridge of Kashan you could just have all your teams armour hulled down shelling the **** outta stuff and driving 10 seconds to repair and rearm.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: FARP

Post by single.shot (nor) »

I fully endorse this suggestion and in my opinion is a pile of win, in epic preportions.

ammunition should be unlimited and i think the model should be the size of an FOB.
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: FARP

Post by cyberzomby »

I think the DEV's removed that resuply'ing firebases for a reason. Its to make tanks and such (on kashan for example) think about there ammo. Instead of just raping the infantry in the bunker they should preserve some for if theres an infantry squad with a HAT thats hunthing them in the hills.
Or they removed it to give the raped infantry some time to act and strike when that tank is out for repairs or rearming.


So! I dont think we need this. In gameplay terms of how can I get back the fastest so I can own again we need this sure. But for tacical gameplay (do I empty all my weapons or do I leave some in reserve, do I get my squadmate tank to preserve some ammo to cover the bunker when I go back to base) we sure dont!
Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Re: FARP

Post by Nickbond592 »

a solution is being worked on,
rest assured Fuzzhead is on it :)
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

Colonelcool125 wrote:Fine, limit it to one per team. Problem solved :P .

As for the shelling along a ridge, I don't see a problem. You shouldn't have let them build it so exposed in the first place and you can take the tanks out with a HAT or a tank/vehicle counter attack.
What I meant is even 1 is too much, if you get it in the right area then it's gonna cause your teams armour to be a ridiculous amount more pungent then the others. Not that if it were in game then a team that uses it well shouldn't reap the rewards, just that it could get a bit silly if you somehow put it where it was near impossible to destroy it etc.

Really don't like the idea, but if the DEVs have thought of something along these lines it's probably not anywhere near as spammable as what is pretty much a deployable command post for the field.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: FARP

Post by Rudd »

vehicle crates would be better, but I'm not sure of the best way to deploy it, people have said the engineer cars should do it, and that makes gameplay sense, but the size of the vehicle is a little odd to be carrying tank shells
the other Steve
Posts: 109
Joined: 2008-09-15 20:51

Re: FARP

Post by the other Steve »

then make the engiee vehicle a truck...
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
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