[Gameplay] Logistics

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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

Dr2B Rudd wrote:I think the engineer kit needs a dev journal
probably going to come up soon.

Now that we know Engineers are going to be requestable, i wonder really now what is going to become of spec-ops. They serve a roll on the battlefield, but it seems they're just going to be engineers with a gtld, parachute and silenced pistol.

back to topic, I've got to agree now with Disco.

Not really sure the reasoning behind why some supply crates are faction only, but the smaller ones are everyone. Maybe so you can't build FB's/Bunkers off any Supply crates? Still not sure about the reasoning then.
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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

re-edit last message, bye spec ops. Hopefully snipers get GTLD's.
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azn_chopsticks_boi
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Re: [Gameplay] Logistics

Post by azn_chopsticks_boi »

Damn guys, just wait and play the new version.
Chuc
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Re: [Gameplay] Logistics

Post by Chuc »

Maybe so you can't build FB's/Bunkers off any Supply crates?
That's right, FOs require your own team's crates, and you can't build off enemy ones.
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Su34
Posts: 97
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Re: [Gameplay] Logistics

Post by Su34 »

Yes, I like the changes! Nice as most of the other Dev-Journal entries ;)
That's right, FOs require your own team's crates, and you can't build off enemy ones.
Thats very nice. Up to know you had to destroy your own after building the FO, and had now ammo there anylonger. Now you can leave them where they are and ghet ammo from them. :D
Uncle Blues
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Re: [Gameplay] Logistics

Post by Uncle Blues »

damn, You can't even imagine how much I love threads that generate 31 pages of whining in just one day. :D
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Skodz
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Re: [Gameplay] Logistics

Post by Skodz »

'[uBp wrote:Irish;887126']Sorry for the double post devs, the lack of an edit button screwed me up.



Yea, it's weird because what he said in the interview contradicts what's on the main page of this whole thread.

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.

------

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.
The way you describe it, transport are even more limited then they already are, that mean you better have some ELITE driver and gunner on these transport because if they ever crash one, we will have big problems.
Uncle Blues
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Re: [Gameplay] Logistics

Post by Uncle Blues »

Where's my edit button?! 8|

Anyway, I forgot to say that I'm really loving these changes. I'm aware of fact, that we all will need to change our style of playing. But we all know this since first PR release. TBH, I never was disappointed with changes in PR, since 0.2.* So do your job and give us another version of the greatest game modification ever!.

*I really have to mention uber-specOps in 0.4. But it was a bug... was it? :D
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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

Skodz wrote:The way you describe it, transport are even more limited then they already are, that mean you better have some ELITE driver and gunner on these transport because if they ever crash one, we will have big problems.
let's just think of it as a very "general" idea.
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Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

DarthDisco wrote:I realize that most people are probably glossing over my post due to the amount of sheer text, so I decided to post a less eloquent summation.

1. Repair Drop: This feature seems less realistic than having an engineer with a wrench, what was the DEV's plan for this feature and why do they think it is more effective than the previous system?
[quote=""'[R-DEV"]Chuc;887032']The repair crate change prevents tank crews and other vehicles from being 100% self sufficient, should they be crewed with .8 style engineers, at least when it comes to repairs and combat damage.[/quote]

not only what chuc has just sait but it is also MUCH more realistic to have a vehicle "repair" on the battlefield than have a guy standing behind the tank with a spanner/wrench.

For thous of you that dont know in r/l there are such things as engineer vehicles, a example of this would be the Challenger Armoured Repair and Recovery Vehicle (CRARRV) for the British but more or less every conventional force has basically a modified version of there MBT that dose this job, in the case of the brits its simple a modified CR2 if you didn't guess it. More info on it here: Challenger Armoured Repair and Recovery Vehicle (CRARRV) - British Army Website

Watch the video on this page will give you an idea of what we are talking about: Engineering Equipment - British Army Website

In that video you will see a CR2 getting damaged by a explosion, ye its just a staged thing we know the tracks have not really been blown off but the story of this vid is the tracks have been blown off and the tank is immobilised in a hot zone, what happens? A Engineer vehicle comes in to the hot zone to assit the damanged tank, in this case all it dose is toe it out of the hot zone into a safe zone for repairs, if the repairs are light they will probaly just toe it to behind a bank where its safe or w/e and then get to work on fixing them on the field thou if the damages are heavy will bring it back to base / the nearest supply zone to get fixed.

As you have guessed we can't have other vehicles toeing damaged tanks to saftey in PR on the BF2 engine so what we have instead is the "repair drop" to simulate this as much as possible. Yes we would like to make Engineer vehicles for every faction to do this but that is not going to happen any time soon since there are more important things to do and the truck dose the job which for the amount of players we have ingame is better having the logistics truck doing both the jobs of resupply and vehicle repair as many players have noted already in this topic there is only 32 players on each team.

So having a truck drive up and do basic repairs on basically only when a tank or other vehicle looses its tracks is the main time where you will need to use this repair drop, otherwise the tank should simply return to base to both repair and resupply. Personally ingame if I had my tracks taken out and after a truck came along to help fix the tracks, I would still return to base after they where fixed to finish off any repairing that was needed and resupply before going back in the fight unless it was 100% necessary for my tank to be in the action.


[quote="DarthDisco""]2. Supply System: Will soldier using captured kits be able to re-arm off friendly supply crates? If they can, why can't enemy soldiers re-arm off those same crates? If you can't re-arm your captured kit off friendly crates, can you re-arm it off enemy crates? If you can't, why not?[/quote]

that really isn't that big of an issue... Really, getting enemy kits is not something that happens often for a start apart from the case of insurgents and militia where taking enemy kits makes a huge difference. Its not a huge deal..

What is a huge deal is you building off enemy supply crates.

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.
[quote=""'[uBp"]Irish;887106']Tirak. Dont take this the wrong way, but you're looking at this too narrowly.[/quote]

Like Irish said, your not looking at the whole picture here. Like I said above, the only real time where you need to get a logistics vehicle to really assit a tank in repairs is when its been immobilised, other than that a tank can really assist it self in repairs by simply returning to base which is very realistic. On most maps the main base vehicle resupply/repair deop is not going to be that far away, in most cases you can be back in the fight in 5mins from starting to return to base, rearing, and then getting back in the action.

You also need to think, most maps with a lot of tanks etc are more amour based, this means less of these trucks will need to be put into support the infantry since there are less infantry about, but there is still plenty of trucks to go round.

[quote="Dr2B Rudd""]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[/quote]

very unlikely this will happen, supply crates have even more ammo now.


I hope that clears some things up for you guys.
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Conman51
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Re: [Gameplay] Logistics

Post by Conman51 »

[R-DEV]dbzao wrote:Say good bye to the specops.
wait whose gonna help be stealth w/ snipers...a spotter kit!?!?!? :confused: i wouldnt mind taking away the spec ops explosives...but that will make him a spotter...spec ops is a very useful kit for snipers because their grapple and i would not want to see them go
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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

This is going to be a very interesting change. We'll just have to learn and adapt like we normally do.
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Alex6714
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Re: [Gameplay] Logistics

Post by Alex6714 »

Disclaimer: I am not agreeing or disagreeing with any change here.

But this comment comes to my attention:
Theres 7 players that are logistics, but now you need an apc for transport thats another 2 guys gone per APC. Lets say 2 apcs - we've now lost 11 players to logistics. Then take into account Tanks, AAV, CAS aircraft, and that doesnt leave a whole lot of infantry.

Why, why why is it all about having boots on the ground, infantry? This is combined arms, can we sometimes just forget about infantry and actually realise that in modern warfare vehicles exist?

Imagine kashan desert in real life, forget the infantry rambo charges and helis dropping squads in the bunkers, first the place gets nuked but the aircraft and tanks battling it out. Imagine and infantry squad in real life in the middle of that.
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RedAlertSF
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Re: [Gameplay] Logistics

Post by RedAlertSF »

'[uBp wrote:Irish;887236']This is going to be a very interesting change. We'll just have to learn and adapt like we normally do.
That's right, for example I complained about aiming and deviation and now both are OK for me. :D

This is great change, only thing I'm complaining about is removing jeeps from the maps. That is wrong. :<
Konfusion2113
Posts: 103
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Re: [Gameplay] Logistics

Post by Konfusion2113 »

Good work guys,

it's good to see this high level of craftsmanship. I gotta say ive been playing since .6 on and off, and it looks so much different. I really enjoy how you've reworked the APC structure, from the ground up. I think we can all agree we cant see enough. I am really excited to see how this all plays out.
Sundance Kid
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Re: [Gameplay] Logistics

Post by Sundance Kid »

feck yeah,thats awesome.i love you guys


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IAJTHOMAS
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Re: [Gameplay] Logistics

Post by IAJTHOMAS »

'[R-CON wrote:Alex6714;887243']This is combined arms, can we sometimes just forget about infantry and actually realise that in modern warfare vehicles exist?
Bit of a paradox here? Infantry are needed to secure ground, both in real like and in PR. If you dont have enough infantry, flags dont get capped and held, you play PR whack a mole with everyone chasing each other round in tanks.
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D4rk_l0rdBR
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Re: [Gameplay] Logistics

Post by D4rk_l0rdBR »

how many enginners kits a full team (32 players) will have?
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Spaz
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Re: [Gameplay] Logistics

Post by Spaz »

spacemanc wrote:Youre forgetting about tanks, AAVs, heavy armoured apcs and aircraft - see how your figures come out when you take them into account.
You are also forgetting that tanks, AAV's and aircraft's aren't on all maps.
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SocketMan
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Re: [Gameplay] Logistics

Post by SocketMan »

Most of us here sound like a bunch of virgins arguing about the best sexual position. :-P
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