[Gameplay] Logistics

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=Romagnolo=
Posts: 4765
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Re: [Gameplay] Logistics

Post by =Romagnolo= »

_casualtyUR wrote:Excellent, can wait for the deployable medical bay, too.


True. :-o
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EmanuelDC
Posts: 10
Joined: 2007-09-05 23:39

Re: [Gameplay] Logistics

Post by EmanuelDC »

Nice Work There!
Sanirius
Posts: 56
Joined: 2008-11-23 22:32

Re: [Gameplay] Logistics

Post by Sanirius »

Will it be possible to reload at an enemy supply crate when you have an enemy kit?
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SuperTimo
Posts: 2079
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Re: [Gameplay] Logistics

Post by SuperTimo »

[R-DEV]Jaymz wrote:


That's 7 players out of a possible 32 that are partaking in a "non-combat role". Not even 1/4th of the team.
however this is 1 sqd + 1 taken away, meaning we now only have 4 (full) sqds. on a map like kashan this will make a massive differnce.

Also i don't think 7/32 players enjoy "non combat roles" i think more like, 1/50 players enjoy that sort of thing
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RedAlertSF
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Joined: 2008-10-07 14:21

Re: [Gameplay] Logistics

Post by RedAlertSF »

I suggest that if stuff can't be requested from FOB's anymore, automatic rifleman and LAT should be spawnkits, with limit 1 PER SQUAD. (still 3 people would be required)
evya
Posts: 207
Joined: 2008-08-17 11:21

Re: [Gameplay] Logistics

Post by evya »

i dont really like that now you dont take from bunkers/firebases weapons :( also from RP but at least it more realistic not to take from them...

also didnt like the APC thingy :( so yea, it might work and yea its there job, but convoys with jeeps/landrovers are much more funny, also apc are slow so people will just take somesquad, leave them in the zone, and stay there until destroy/need ammo probaly, also i like humvve more its just more funny and quick for me at least :-) ... also do they[both jeeps and APC in main] spawn more/quicker now?

also what about rockets, both LAT or HAT if APC become main transport there must be MORE of them and LAT should almost always destroy enemy apc ability to shot or inf going almost always be killed by APC...

also engi going be even more nerfed :( destroy the only one reason i keep playing with it :( i hope you get a better shotgun+more ability to him such as scope... or at least make him able to fix vehciles more quickly than the repair station or something or else he will almost never be played :( i dont like those three changes really :(

but all new logistics look very cool :) especily supply trucks+supply crates :) also do we still able to request kits in main base[like carriers since with them we cant wait for some kits if we want to capture something...] well for me it seems only insurncets maps once 0.85 comes when pubbing:/
Jagular
Posts: 806
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Re: [Gameplay] Logistics

Post by Jagular »

Hmm and what about skrimish, kits etc
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Gameplay] Logistics

Post by SocketMan »

Scot wrote:Crappy Bf2 engine, it happens. But I'm pretty sure your tank hasn't been 'nerfed' so it can't kill a truck.
I've tried the same thing with a BMP 10 times in a row and no truck blew up after
1 shot.

Running 4 Vodnics/Humvees in one 6 man squad won't be possible with 0.8x anymore?
Rhino
Retired PR Developer
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Re: [Gameplay] Logistics

Post by Rhino »

Sanirius wrote:Will it be possible to reload at an enemy supply crate when you have an enemy kit?
negative, also it wont be possible to reload / repair at the enemy vehicle depo unless you take the enemy main base.
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Gameplay] Logistics

Post by PlaynCool »

I dont like theese changes especialy the removal of Supply trucks and jeeps and with our current RP system RR is easily destroyable- i see the APC's role now only to transport troops.And about this repair crate how is it realistic to repair when standing near a crate which has tube, a wrench and a supply crate.
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: [Gameplay] Logistics

Post by MadTommy »

Looking forward to these changes. Thanks team :)

They sound good... but lads there is little point arguing how they will play out before they have been public for a few months.

If you are worried about players exploiting or misusing these new assets try joining actively admined servers. There's one that springs to mind. ;)
TomNedry
Posts: 42
Joined: 2005-04-15 16:00

A big step forward...

Post by TomNedry »

I like the changes and the idea that one will have the ability to maintain a "forward operating base (FAB)" as a real tactical asset with support for infantry and vehicles together in the near (hopefully) future.

Because i saw some posts where people are worried about the anticipated "problems" in public play, i like to tell this people thats this is the occasion right in time to join one of the (nearly) countless clans & communities.

I assume that everyone will agree that PR is the direct opposite to the so-called "casual games", and nobody is playing it just for one "quick" map. So each step to more essential teamwork, forced by game-engine restricitons and rules is one right step more. Otherwise we would still playing VBF2.
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Gameplay] Logistics

Post by SuperTimo »

the word nerf come to mind again
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SuperTimo
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Re: [Gameplay] Logistics

Post by SuperTimo »

also madtommy our server is constantly admined when its online, but you still get noobs and you can't kick people for being crappy team players. otherwise id kick everyone that doesnt have a mic and makes no attempt to communicate.
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Alex6714
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Joined: 2007-06-15 22:47

Re: [Gameplay] Logistics

Post by Alex6714 »

SuperTimo wrote:also madtommy our server is constantly admined when its online, but you still get noobs and you can't kick people for being crappy team players. otherwise id kick everyone that doesnt have a mic and makes no attempt to communicate.
It sounds harsh, but it might well be worth it now. I would be up for it.
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Gameplay] Logistics

Post by SocketMan »

[R-CON]Alex6714 wrote:It sounds harsh, but it might well be worth it now. I would be up for it.

Banning would be harsh - kicking not as much;unless they're flying a loaded BH.

On a separate note:
How many HAT kits will be available?
There might be new "primary targets" :twisted:
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: [Gameplay] Logistics

Post by vilhelm123 »

SuperTimo wrote:however this is 1 sqd + 1 taken away, meaning we now only have 4 (full) sqds. on a map like kashan this will make a massive differnce.

Also i don't think 7/32 players enjoy "non combat roles" i think more like, 1/50 players enjoy that sort of thing
I dunno Timo, i've convoyed a couple of times and supply convoys aren't really 'Non combat', if you move up to help a damaged tank on kashan do you reckon the enemy team is going to sit back and let you do that? Think about it, one apc (maybe two if your lucky) escorting a truck is a target and a half for the other team. Hardly going to be non combat i reckon.
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Rico
Retired PR Developer
Posts: 1345
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Re: [Gameplay] Logistics

Post by Rico »

I like most of what I'm reading but have some concerns:

- Players dropping repair box behind a friendly tank and auto repairing as soon as they get hit. Hopefully this is addressed by having a full repair take like 5 minutes?
- Repair crates again - I can see it now, a vehicle repairing from a repair crate then *pop* it disappears as the driver of the logistics trucks drops it elsewhere for another unit.
- Engineers no longer being played due to limited abilities. I think if they are given ACOG sights or explosives they might actually be played in .85.
- No spawning of vehicles at FOB's. Hopefully transport vehicles will be increased because in some maps you rely on players setting up these bases just so that they will spawn vehicles. Happens in main bases like Basrah, Archer, all the time. No Humvees spawning will also make Muttrah and Barracuda hell for the US. On a side note, can the Chinese please have less Suppy trucks and jeeps on Cuda!
- Lack of kit request at RP's will significantly change the dynamic on some maps, for example not being able to get an AT kit and having no nearby APC, crate etc, on a map such as Fools Road.
LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: [Gameplay] Logistics

Post by LeChuckle »

SuperTimo wrote:well i stand corrected then, i will sample 0.85 then pass judgement, however, i dont think its coincidence that my clan (which has been playing PR since the evry early days .2 i think) has had all its older vets stop playing PR because they dont like the direction its going in, and it seems that quite a few of us are considering .85 to be the last judge of PR as to wether we stay or go.

Player intake is up for PR, but it seems player retention is poor.


Please don't take me the wrong way, the devs are fantastic at creating new maps, kits, vehicles and what have you and i respect them enormously for the previous releases of this free mod. i just don't want to see PR crash and burn for me and my friends or anyone else that plays PR.
yeah, too bad they dont develop PR according to the preferences of iGi... :///
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Gameplay] Logistics

Post by AquaticPenguin »

I think people should wait and see, maybe some of the things mentioned won't work but I don't believe that PR devs should be scared to experiment or try things out people people aren't willing to give things a chance. I'm liking the look of a all of the changes myself - personally sometimes I don't mind being the guy transporting and I guarantee after a few days after it's released people will realise that the APC really isn't a light tank anymore.

There seems to be a lot of questions asked over and over again. Look through all the previous pages and see if it's already been answered (it only takes 5-10 minutes)
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