FARP

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: FARP

Post by Rudd »

but then people will either complain its a transport and people steal them, or will complain that its a truck with no room for transport :wink:
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

It depends on the radius they give it I guess, whatever happens I just think in the form you suggest it'll be spamtastic. Personally I reckon the fact armour has to go back to main to re-arm, and most of the time when they need to repair, has meant people seem to have a bit of a new found respect for it.

Also having armour having to go a pretty considerable distance adds a nice tactical element. When a tank that's been pounding you for the last 10 minutes runs out of ammo and has to retreat, you can inflict a fair amount of damage knowing it won't be back in 2 minutes after it's found the nearest firebase. It's a very different setup, but it's like the nice break inbetween close air support you get after the DEVs found a way to make you land to rearm jets.

Just adds a nice pace to the game, adds a bit more thought and it gives these things a hint of realism because they aren't in your face all the time. I do quite like the idea of having something similar to what you suggest, I just really wouldn't want it ruining the change of pace, I trust the DEVs have come up with something in the same vein that won't mess with the way armours played now though.
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: FARP

Post by Cobhris »

This is a really good idea, but either way, vehicles need a way to resupply without having to drive all the way back to base, sit there for 5 min, and then come all the way back out.
sittingduck911
Posts: 71
Joined: 2008-06-11 09:21

Re: FARP

Post by sittingduck911 »

i was bored at work today and as usuall thinking about PR and thought of this.
What if instead of a deployable reload station what about a resupply truck that can move around the battle field offering AMMO only for all friendly's, that can only be crewed by an engi, it can carry 4 engis at one time this way they can provide the repairs and the truck tops up ammo supply.
the ammo supply would need to be refilled back at the command post.

The down fall to this would be that if the supply truck was to be destroyed it would create an explosion that of a 500 pound bomb or so going off and it would destroy or damage any near by armor or inf. therefore creating a win and lose.
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Re: FARP

Post by Wasteland »

If this does happen, I hope they call them FARRPs and not FARPs, which AFAIK is the more common acronym. It annoys me every time I play ArmA.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: FARP

Post by cyberzomby »

So one think it brings more tactics to a tank operator than to just think about how to go kill enemy tanks and watch out for hats?

If you know rearming takes such a long time you'd think more carefull of your ammo. If theres a resuply really close your back in a minute or two. That wont give any opposition time to relocate or wont give the tank operator any thought on how to use his ammo.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: FARP

Post by M.Warren »

To the best of my knowledge, the true purpose of a F.A.R.P. is mostly used for helicopters.

Not to rain on anyones parade here. But I supurbly doubt we will ever see a deployable object both repair and rearm vehicles. All it will do is encourage armor to camp around a little hovel fort at the front lines. And if the developers do infact devise something of this nature, I'd be shocked. As it completely defeats more than half of what they're already trying to accomplish.

Here are two links to my previous discussions:
<Note: Please be aware that these two threads are older. They're to be used as a referance to point out views or in-game possibilities. They may not coincide entirely with the new approach on PR, but thier general lines of concept are possible.>

1. Forward Armor Recovery Station
2. Return of The Engineer Repair Truck (E.R.T.)

I find it ironic and nearly... Well... I'll leave it as that, "ironic". The problem was is that if anyone remembers the Engineer Repair Truck used to repair and rearm vehicles. Most of the DEV's had a complete nervous breakdown when they saw a little car chasing all the armor around. Do I think that the DEV's had completely overreacted by removing the Engineer Repair Truck in v0.7 and v0.75? Damn right.

Problem is, the Engineer Repair Truck (E.R.T.) shouldn't have been removed. But instead refined. I had proposed an idea awhile back that the Engineer Repair Truck (E.R.T.) should be able to deploy a single specialized crate. This crate wouldn't repair the vehicle, because that's the engineers job. However, the crate would rearm the vehicle about 50%-75% of it's total ammo capacity.

Also, only one of these specialized crates per Engineer Repair Truck (E.R.T.) could exist in the world. This would prevent players from stockpiling the supply crates in a single area to mass reload at once.

Simply refining the E.R.T. would be alot simpler. Chances are that if the Engineer Truck doesn't repair armor, engineers would be inclined to only deploy the E.R.T.'s supplies when necessary. When the crate is deployed the E.R.T. would have to return to the Command Post to rearm it.

E.R.T.'s would prove to be invaluable to Anti-Aircraft Vehicles. This would help them remain in the field of operation and offer continued air defense.

Personally, I think the way Engineer Repair Trucks have been implemented in game as of v0.8 is redundant. It has no special features over a normal vehicle other than the fact that only an Engineer can drive it. Hell, it doesn't even have a .50 caliber MG on it either.

Pretty silly isn't it? I thought so too. But hey, I don't make the rules.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: FARP

Post by cyberzomby »

...see a deployable object both repair and rearm vehicles. All it will do is encourage armor to camp around a little hovel fort at the front lines.
yes! My point exactly!
Grim1316
Posts: 92
Joined: 2008-05-20 02:52

Re: FARP

Post by Grim1316 »

I don't think that whole camping thing can really hold up. Even in .70/5 when armor even started to camp a fire base, it was easily taken out by either a good counter attack or a nice bomb drop normally ended the camping. Even with a repair it wont make too much of a difference, because if it repairs slower then the command post then chances are they will never get the amount health to actually fight one on one with a tank safely. Especially with all jets having guided bombs, all it would take is a good laser on the FARRP and its gone along with a nice amount of damage to the tanks.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

I don't think that's the case, if it's well hidden then the possibility is very much still there, especially for people that aren't stupid enough to stick around after that 1st H-AT hit. It doesn't make armour invincible no, but you could easily deploy it in a place where a tank can fire from while reloading and repairing at the same time and still have the opportunity to get in cover if needed, and given the range tanks have, they can inflict a stupid amount of damage if they were deployed on hills covering open spaces.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: FARP

Post by cyberzomby »

Grim1316 wrote:I don't think that whole camping thing can really hold up. Even in .70/5 when armor even started to camp a fire base, it was easily taken out by either a good counter attack or a nice bomb drop normally ended the camping. Even with a repair it wont make too much of a difference, because if it repairs slower then the command post then chances are they will never get the amount health to actually fight one on one with a tank safely. Especially with all jets having guided bombs, all it would take is a good laser on the FARRP and its gone along with a nice amount of damage to the tanks.
But what about maps where there is no air and you got an APC going up against you? The time it needs to drive back to main could be the time the infantry needs to get that LAT up. Remember its still a game that needs some kind of balance to be fun.
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: FARP

Post by AREM117 »

I think that this should be put into the game in the next update. In maps like quinling and kashan a well placed FARP would be a perfect thing to give the edge over the other team. They should give ammo to all ground units. If dropped beside a bunker it should have a helipad for repairing and rearming choppers(maybe even spawn a scout chopper). There should only be 1 per team. It must be placed within 25m on an FOP. They should explode with the power of the Bomb Truck if destroyed(scince they have alot of munitions inside). If destroyed it takes 30 minutes to set another one. The only way they can be safely moved is a demolish order.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: FARP

Post by McBumLuv »

What if... You set it up and would have to drive "into" it like a garage, but it was just a pile of ammo and Oil tanks? Then, make it VERY vulnerable to all non-small arms fire, so that it can disadvantage a tank more than make it uber 1337 pwnz0r if there are any threats in the area.


I really like the idea, though only on a few maps. A question though, how should it be deployed? Dropping supply crates, or create new requirements? A command truck and an Engie car?

I'd really like to see the engie car carry ammo more in the way that reloads armour and other ground vehicles only (looks like a shelf of Shells), but is so vulnerable that you need to make sure that you're in a safe spot first.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: FARP

Post by cyberzomby »

Indeed Colonelcool125. I'd be more onboard with it if it was only rearming. The infantry needs some way to at least scare the enemy's vehicles.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: FARP

Post by daranz »

Giving tanks a place with unlimited ammo on the frontlines would be a bad thing. In real life, logistics are an important part of warfare. When a tank runs out of ammo, it needs to fall back and have ammo brought in to it. This means that there have to be supply lines leading to the units engaged in actual combat.

Now, if you give PR tanks a source of unlimited ammo, we no longer have the representation of supply lines in game. The tank can stay out indefinitely, and obtain infinite amounts of ammo out of nowhere. Yes, the tank can be destroyed the same, but it now has unrealistically increased endurance. It would make more sense if ammo replenishment was limited, requiring people to actually bring ammo out, but making it unlimited would destroy the logistics element that exists in game right now.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: FARP

Post by AnRK »

Exactly.

Besides, the DEVs said they have something in minds, so there's not much point in discussing it any further unless someone comes up with something ground breaking. Personally I like the system as it is, but I trust the DEVs have something good in mind.
Sparatan117
Posts: 113
Joined: 2009-03-12 07:51

Re: FARP

Post by Sparatan117 »

Went and found this topic and blew the dust off it.
I think this idea should be implemented for aircraft mainly helicopters. This past weekend we did our annual drill and had a gunnery. The Helicopters left the flight line and then went to the FARP to arm and then off to the range to shoot off. When at home the helicopters have no ammo (friendly fire isn't?) and I definitely don't want to be working on the chopper and drop a wrench and hit the live rockets haha. This could reduce noob flow to the helicopters by making them fly to the arming point prior to taking off. In our case the armor point was across a field, far enough away that it didn't blow up the rest of the apaches at the base but close enough to be a quick trip away.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: FARP

Post by snooggums »

Why would choppers need forward ammo resupply when they can simply fly back to main in a minute or less? The main is so close to the battlefield that it serves the purpose of a forward base, and we already have the vehicle deliverable repairs from logistics trucks.

There's no reason to spawn the vehicle without ammo because of jerks shooting at main to require forward resupply, most populated servers don't allow that kind of behavior.
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