[Gameplay] Logistics

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Gameplay] Logistics

Post by gazzthompson »

M_Striker wrote: You said the devs are trying to make infantry less dependent on APCs and then you just said they aren't...
right...
Without them infantry have to rely on APC squads...
i said :
thats exactly what the DEVs are trying to add.
they are trying to add a reliance on APC squads..... is what im saying.

you then say :
In the first post they said they exact opposite...?
i then quote the DEVs saying that APCs will be main transport , again infantry reliance on APC's
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Gameplay] Logistics

Post by AnRK »

IAJTHOMAS wrote:The Dev jorunal: the PR equivalent of the Sun. :razz:
There's words in the Sun?!
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: [Gameplay] Logistics

Post by Jigsaw »

Best part of this update: no more vodnik rushes!!

I am sick and tired of being overrun by a simply insane number of vodniks/humvees because about a million have spawned at FOBs and the main base, and cos I dont have any APC support and only one shot from my LAT im going to die...

For me it was one of the most unrealistic parts of the mod and thank god its not gonna happen anymore :D

As for the rest, I like it. There will be an increased focus on teamwork and inter squad coordination, hopefully getting more people to go on their servers TS, and will increase realism without slowing down the mod. It will help to create strongpoint positions and encourage squads not just to attack attack attack but to defend at times as well.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Gameplay] Logistics

Post by Robbi »

jigsaw-uk wrote:Best part of this update: no more vodnik rushes!!

I am sick and tired of being overrun by a simply insane number of vodniks/humvees because about a million have spawned at FOBs and the main base, and cos I dont have any APC support and only one shot from my LAT im going to die...

For me it was one of the most unrealistic parts of the mod and thank god its not gonna happen anymore :D

As for the rest, I like it. There will be an increased focus on teamwork and inter squad coordination, hopefully getting more people to go on their servers TS, and will increase realism without slowing down the mod. It will help to create strongpoint positions and encourage squads not just to attack attack attack but to defend at times as well.
x2 without a shadow of a doubt...
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Gameplay] Logistics

Post by SuperTimo »

Vodnik

R.I.P
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Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Gameplay] Logistics

Post by Drav »

Timo, you've made your point, you dont like it......give it a rest......
d1sp0sabl3H3r0
Posts: 439
Joined: 2007-07-03 20:57

Re: [Gameplay] Logistics

Post by d1sp0sabl3H3r0 »

And with these changes, we'd like to welcome back to Project Reality the importance of the Commander again!! ** APPLAUSE **
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Gameplay] Logistics

Post by PlaynCool »

Okay, if the old Command post is getting replaced with the repair box where is the commander going to be?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] Logistics

Post by cyberzomby »

Really good! Now we will maybe see APC squads acting like those chopper squads! Good job everyone!
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: [Gameplay] Logistics

Post by Dude388 »

A small Epiphany has occurred because of this (I'm slow I know :wink :) .

It seems as though that some ARMOR squads and LOGISTIC squads can now merge into one entity. No more 2-4 man ARMOR squads with useless squadies standin around just watching the battle as engineers. While two/three player's man the armor, two or more can be performing LOGISTICs duties IN ADDITION TO performing field repairs.

Huzzah!
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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Gameplay] Logistics

Post by ReadMenace »

PlaynCool wrote:Okay, if the old Command post is getting replaced with the repair box where is the commander going to be?
A giant throne of skulls overlooking the battlefield.. duh!

;)

-REad
Element66
Posts: 130
Joined: 2008-08-25 18:44

Re: [Gameplay] Logistics

Post by Element66 »

[quote=""'[R-DEV"]Rhino;886480']
hx.bjoffe" wrote:How do you fix bridges?
you deploy the repair drop next to it :) [/QUOTE]


do the insurgents get a logistics truck?

otherwise whats to stop the brits destroying the bridges to palace and effectively rendering all the technicals and bomb cars there useless?
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Gameplay] Logistics

Post by M_Striker »

gazzthompson wrote:right...



i said :



they are trying to add a reliance on APC squads..... is what im saying.

you then say :



i then quote the DEVs saying that APCs will be main transport , again infantry reliance on APC's
heh, it's how funny how a lack of comma makes so much difference...

if only it was... without them, infantry etc....
SqnLdr
Posts: 180
Joined: 2008-08-01 15:40

Re: [Gameplay] Logistics

Post by SqnLdr »

What gameplay dynamic this is hoping to achieve? I'm having trouble adding it all up.
[T&T] SqnLdr

Tactics & Teamwork | All Maps: 217.146.85.30:16567
Helping to encourage Team-Level public play one round at a time
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Gameplay] Logistics

Post by Tannhauser »

ReadMenace wrote:A giant throne of skulls overlooking the battlefield.. duh!

;)

-REad
What about the real fielded command armored vehicles (disarmed APC's) that are seen on the battlefield with all their nerdy radar dishes and satelite uplink thingies on top? Yeah well, with that the commander can't complain about not being stuck in his metalic pothole haha! :roll:
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Gameplay] Logistics

Post by marcoelnk »

wait and see.
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GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: [Gameplay] Logistics

Post by GreedoNeverShot »

Its time to hang up my Officer kit. Instead of being SL, I guess I'll be the APC taxi. :p
"If you outlaw guns, only Outlaws will have guns."
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Gameplay] Logistics

Post by SuperTimo »

[R-CON]Mescaldrav wrote:Timo, you've made your point, you dont like it......give it a rest......
i was just mucking around there.
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SouLKilLeR_the_Sith
Posts: 2
Joined: 2009-01-03 02:11

Re: [Gameplay] Logistics

Post by SouLKilLeR_the_Sith »

Good Job...!!! It is more realistic than before. Thanks.
SqnLdr
Posts: 180
Joined: 2008-08-01 15:40

Re: [Gameplay] Logistics

Post by SqnLdr »

[R-CON]marcoelnk wrote:wait and see.
I was planning on waiting and doing, just not sure what I'd be doing that's all.
[T&T] SqnLdr

Tactics & Teamwork | All Maps: 217.146.85.30:16567
Helping to encourage Team-Level public play one round at a time
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