People were already doing this with the repair vehicles, now they'll be depriving the team of a required asset. This system forces too much to rely on a lightly armoured vehicle with limited off road capability. With engineers, you could walk to the tank or APC if the tracks were disabled in broken terrain and fix it. These logistic trucks, if they're anything at all like the Command Truck, will flip on poor terrain unless handled perfectly.spacemanc wrote:Theres also the problem I mentioned earlier in the thread Darth. Not only will the logisitcs truck follow the armour sq , but they will also deprive the rest of the team any repairs.
On top of that, anyone can drive the logistics truck, so now with even less transport on the map, its quite likely that someone will use the logistics truck as a 2 man taxi to the front, where it will be left abandoned.
[Gameplay] Logistics
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Tirak
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Re: [Gameplay] Logistics
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[uBp]Irish
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Re: [Gameplay] Logistics
Tirak. Dont take this the wrong way, but you're looking at this too narrowly.Tirak wrote:People were already doing this with the repair vehicles, now they'll be depriving the team of a required asset. This system forces too much to rely on a lightly armoured vehicle with limited off road capability. With engineers, you could walk to the tank or APC if the tracks were disabled in broken terrain and fix it. These logistic trucks, if they're anything at all like the Command Truck, will flip on poor terrain unless handled perfectly.
There isnt just going to be 1 logistics truck. There will probably 2-4 depending on the size of the map. Add in the fact you will also have transport helo's that can fly and drop crates like they do currently
with repair crates, you've got an armor squad + one logistics truck behind. The truck stays in a safe area, ready to be called upon. When a tank get's it, it falls back to the truck, truck drops the repair crate, tank repairs up, and goes back to fight. You still have other logistics trucks that will be around the map with the APC/Infantry squads, and Helo's (on certain maps...quin, kashan, cuda, jabal, basrah, archer.. etc).
If i'm missing what you're saying, please tell me.

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Skodz
- Posts: 791
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Re: [Gameplay] Logistics
Obviously, engineer not allowed anymore to repair, I will ask a teammate to follow my armor squad with one of these truck...
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[uBp]Irish
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Re: [Gameplay] Logistics
which is what happened back when we had the little supply cars that would auto repair/rearm.
I thought that system was needed, but should be refined, since it made tanks invincible to actually ever having to go back to base. What we have now with a repair crate is pretty much going to be the perfect median, and i think we just need to see how it works.
I thought that system was needed, but should be refined, since it made tanks invincible to actually ever having to go back to base. What we have now with a repair crate is pretty much going to be the perfect median, and i think we just need to see how it works.

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space
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Re: [Gameplay] Logistics
I think some confusion was caused because DB mentioned in the interview, "that only one repair point would be allowed globally on the map" If theres 4 logistics trucks and theyre not "stolen" and then abandoned then I agree it could work quite well, and will add to the realism see these covered tricks moving around the maps.'[uBp wrote:Irish;887110']which is what happened back when we had the little supply cars that would auto repair/rearm.
I thought that system was needed, but should be refined, since it made tanks invincible to actually ever having to go back to base. What we have now with a repair crate is pretty much going to be the perfect median, and i think we just need to see how it works.
Im still concerned at the transport apc's using up alot of the team members though.
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Tirak
- Posts: 2022
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Re: [Gameplay] Logistics
My post actually went in two directions, while yes, the number of supply trucks may balance out the Armour squads grabbing them all to support the tanks, that still doesn't deal with the issue of repairing vehicles that have been disabled in broken terrain. I've lost count of the number of times I've seen people flip CO trucks, and unless the Logistic Trucks are going to be drastically different in their handling, any vehicle disabled in broken terrain is going to be unsalvageable.'[uBp wrote:Irish;887106']Tirak. Dont take this the wrong way, but you're looking at this too narrowly.
There isnt just going to be 1 logistics truck. There will probably 2-4 depending on the size of the map. Add in the fact you will also have transport helo's that can fly and drop crates like they do currently
with repair crates, you've got an armor squad + one logistics truck behind. The truck stays in a safe area, ready to be called upon. When a tank get's it, it falls back to the truck, truck drops the repair crate, tank repairs up, and goes back to fight. You still have other logistics trucks that will be around the map with the APC/Infantry squads, and Helo's (on certain maps...quin, kashan, cuda, jabal, basrah, archer.. etc).
If i'm missing what you're saying, please tell me.
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[uBp]Irish
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Re: [Gameplay] Logistics
I can understand that pain, as I too have experienced it, and can say it's really not fun.Tirak wrote:My post actually went in two directions, while yes, the number of supply trucks may balance out the Armour squads grabbing them all to support the tanks, that still doesn't deal with the issue of repairing vehicles that have been disabled in broken terrain. I've lost count of the number of times I've seen people flip CO trucks, and unless the Logistic Trucks are going to be drastically different in their handling, any vehicle disabled in broken terrain is going to be unsalvageable.
This then falls out of the dev's hands, and into those of the player, so that they know "oh ****, i just took a tank shell, maybe i should fall back before i get de-tracked/turreted".
maybe the Trucks will get better handling/torque. I dont see why they shouldnt, but that's up to the devs.

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Rudd
- Retired PR Developer
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Re: [Gameplay] Logistics
only real problem I can see is this
i'm running to the supply crate to get rifleman AT
I get there and it explodes cuz it was reloading my smoke and field dressings
i'm running to the supply crate to get rifleman AT
I get there and it explodes cuz it was reloading my smoke and field dressings
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[uBp]Irish
- Posts: 1794
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Re: [Gameplay] Logistics
Sorry for the double post devs, the lack of an edit button screwed me up.
If it ends up that only one repair crate will be available on the whole map for the team, than you better hope that you got a good logistics truck driver that will be able to move from a tank squad that has hopefully pulled back, and then back to whoever needs it. I personally think the dev's won't implement it like that, since they've probably thought about the issue.
Just imagine some smacktard at a main base that keeps dropping a repair crate after someone that actually needs it has dropped it. That just seems stupid.
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I'm not sure the APC's are going to be as bad as everyone thinks. Let's put it into perspective.
32 vs. 32
1 commander
2 trucks drivers (require a minimum of one player for each truck)
8 APC Driver/Gunner (2 per vehicle for total of possibly 4 APC's...hypothetical)
that's a total of 11 people right there, leaving 21 people to help put bullets down range.
divide by 6 and you've got at least 3 full infantry squads + possibly a Spec Ops/Sniper/rifleman team.
1 Logistic's squad with the 2 logistic truck drivers
2 APC Transport squads (4 people in each squad for clear communication
3 Infantry Squads
1 Recon Squad
That's still only 7 maximum squads (where the max squads allowed is 9 if i'm correct)
One APC is assigned to each squad. The 4th APC tags along to act like an addition IFV.
Logistic trucks can either be with the APC convoy or one can be back at base out of harm way as needed to move and deploy a FB/Bunker.
If you end up just thinking things out, I think we'll be ok with .85 guys.
Yea, it's weird because what he said in the interview contradicts what's on the main page of this whole thread.spacemanc wrote:I think some confusion was caused because DB mentioned in the interview, "that only one repair point would be allowed globally on the map" If theres 4 logistics trucks and theyre not "stolen" and then abandoned then I agree it could work quite well, and will add to the realism see these covered tricks moving around the maps.
Im still concerned at the transport apc's using up alot of the team members though.
If it ends up that only one repair crate will be available on the whole map for the team, than you better hope that you got a good logistics truck driver that will be able to move from a tank squad that has hopefully pulled back, and then back to whoever needs it. I personally think the dev's won't implement it like that, since they've probably thought about the issue.
Just imagine some smacktard at a main base that keeps dropping a repair crate after someone that actually needs it has dropped it. That just seems stupid.
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I'm not sure the APC's are going to be as bad as everyone thinks. Let's put it into perspective.
32 vs. 32
1 commander
2 trucks drivers (require a minimum of one player for each truck)
8 APC Driver/Gunner (2 per vehicle for total of possibly 4 APC's...hypothetical)
that's a total of 11 people right there, leaving 21 people to help put bullets down range.
divide by 6 and you've got at least 3 full infantry squads + possibly a Spec Ops/Sniper/rifleman team.
1 Logistic's squad with the 2 logistic truck drivers
2 APC Transport squads (4 people in each squad for clear communication
3 Infantry Squads
1 Recon Squad
That's still only 7 maximum squads (where the max squads allowed is 9 if i'm correct)
One APC is assigned to each squad. The 4th APC tags along to act like an addition IFV.
Logistic trucks can either be with the APC convoy or one can be back at base out of harm way as needed to move and deploy a FB/Bunker.
If you end up just thinking things out, I think we'll be ok with .85 guys.

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Brummy
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[uBp]Irish
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Brummy
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space
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Re: [Gameplay] Logistics
Youre forgetting about tanks, AAVs, heavy armoured apcs and aircraft - see how your figures come out when you take them into account.'[uBp wrote:Irish;887126']
32 vs. 32
1 commander
2 trucks drivers (require a minimum of one player for each truck)
8 APC Driver/Gunner (2 per vehicle for total of possibly 4 APC's...hypothetical)
that's a total of 11 people right there, leaving 21 people to help put bullets down range.
divide by 6 and you've got at least 3 full infantry squads + possibly a Spec Ops/Sniper/rifleman team.
Also in the previous post - my quote from DB regarding repair points may not be entirely accurate before someone proves me wrong! - it was just the impression I got when I listened last night.
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[uBp]Irish
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[uBp]Irish
- Posts: 1794
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Re: [Gameplay] Logistics
I know my figures might not be accurate lol, I was just going off a possible layout for a kashan skirmish.spacemanc wrote:Youre forgetting about tanks, AAVs, heavy armoured apcs and aircraft - see how your figures come out when you take them into account.
Also in the previous post - my quote from DB regarding repair points may not be entirely accurate before someone proves me wrong! - it was just the impression I got when I listened last night.
Also, those logistics trucks dont have to be in movement 24/7. An infantry squad could be in an APC + 1 guy from the squad driving the supply truck behind. Drop the supply truck in the bunker like we do now usually, and that one guy can go back to fighting after the team has setup the Firebase/Bunker.
take away the recon team, since SL's have the GTLD's, and those 2 or 3 guys can go fly Helo transport as well as doing supply drops like they do now.
4 APC's could end up being 2 Tanks/2APC's. I think we're also forgetting that I dont think the dev's have said that all hummvees (and equivalents) are going to be removed from every map. They're just going to be more prevalent on certain maps than others (example is Ramiel like Rhino i believe said earlier).
If anything, we just take PR into a more Mechanized Infantry direction, with each squad have 2 people that drive/gun the APC. That APC then sticks with that squad providing support as needed. Case in point is Ramiel where Mechanized infantry can roll through that map reaaaaaallly quickly if played right. Then again, it has to be played right, which the dev's can't control. Thats up to us.

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dbzao
- Retired PR Developer
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- Joined: 2006-06-08 19:13
Re: [Gameplay] Logistics
One repair crate per truck.
You can spawn as many as you like, the previous one disappears.
You can repair vehicles all the way with them.
Supply crates wont get destroyed by small arms.
Supply crates will have more ammo.
Logistics are important, keep your FOs supplied.
Rearm your rifles on your team's supply crates, no matter the weapon you have.
Ammo bags and smaller supply boxes (from jeeps/apcs) rearm both teams.
Engineer is limited kit with explosives and mines.
The concept of somebody wrenching a tank is stupid.
The concept of repair crates is a metaphor of something bigger that happens and requires better coordination, not during the heat of battle.
You can spawn as many as you like, the previous one disappears.
You can repair vehicles all the way with them.
Supply crates wont get destroyed by small arms.
Supply crates will have more ammo.
Logistics are important, keep your FOs supplied.
Rearm your rifles on your team's supply crates, no matter the weapon you have.
Ammo bags and smaller supply boxes (from jeeps/apcs) rearm both teams.
Engineer is limited kit with explosives and mines.
The concept of somebody wrenching a tank is stupid.
The concept of repair crates is a metaphor of something bigger that happens and requires better coordination, not during the heat of battle.
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[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
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DarthDisco
- Posts: 155
- Joined: 2007-07-25 18:02
Re: [Gameplay] Logistics
Ok, I guess I can get behind this.[R-DEV]dbzao wrote:Supply crates wont get destroyed by small arms.
Supply crates will have more ammo.
Logistics are important, keep your FOs supplied.
This part makes no sense to me. Why should the Crate work only for one team and the smaller boxes work for both? The crates have padlocks!?[R-DEV]dbzao wrote:Rearm your rifles on your team's supply crates, no matter the weapon you have.
Ammo bags and smaller supply boxes (from jeeps/apcs) rearm both teams.
In other words, say goodbye to C4 on the Spec Ops... Possibly SLAM's too. It's not a big deal, but worth noting.[R-DEV]dbzao wrote:Engineer is limited kit with explosives and mines.
I don't fully agree with that, but I guess its as good an answer as any. If you ask me, the image of a Blow Torch sitting idly next to a tank is no better than a guy wrenching it.[R-DEV]dbzao wrote:The concept of somebody wrenching a tank is stupid.
The concept of repair crates is a metaphor of something bigger that happens and requires better coordination, not during the heat of battle.
|TG-XV| DiscoJedi
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Rudd
- Retired PR Developer
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dbzao
- Retired PR Developer
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Re: [Gameplay] Logistics
Say good bye to the specops.

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