[Gameplay] Logistics

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Gameplay] Logistics

Post by badmojo420 »

RCMoonPie wrote:So....what if I am on Kashan, US side, in a tank helping helping to take the south bunker....and I need repairs? A supply truck drops off a single crate at my location.(if I am lucky to get this new 2 seater that will most likely be one-manned) I am waiting on repairs to slowly happen....and then my box disappears. By the above post's logic.....I am expected to limp back to base to get full repairs.....removong me and my vehicle from the battle....instead of helping with a potential push forward to other flags?
Read this WHOLE thread before getting all worked up over a couple posts. It was already stated that a repair crate will repair you fully. Unless that supply truck drops another one before your done repairing. Or after 5mins it'll disappear. But no repair takes 5mins. Also, who really cares if a supply truck is 1 manned? Isn't that more logical? Risk only 1 life instead of 2. All you need is a driver.


RCMoonPie wrote:And now.....with the rally-point reformatting.....If I am attacking that same south bunker as infantry.....and I was carrying a Auto Kit, a grenadier kit, or a LAT kit.....and if I am killed.....my squad will have to do without.....at least for a long time.
I will have to either spawn at the main to get it back......and pray I have a ride from a pubby who is one-manning the new 2 seater truck or some other form of APC that is most likely relocated to a single squad that isnt mine.....or spawn at my rally and beg my pubby SL to request a resupply from the same one-manned truck......or hope that some other pubby had the forethought to place a box or a repair point somewhere close by......and try to get to it before it disappears to magically re-appear somewhere else for the next squad down the line at a new flag.
First of all, how did you get to south bunker? Transport choppers (littlebird excluded) drop supply crates. I can see it becoming common practice to drop a crate when inserting troops. Same with an APC. If he brought you in, he should stick around to ensure your squad has kits. And PLEASE for the love of god, don't ask the new logistics trucks to pick you up and transport you somewhere. Unless you're going where they're going, stay out. And the supply crates don't magically disappear, and you can't request kits off the repair crates or depot as far as i've read. So i don't know what you're going on about there.
space
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Re: [Gameplay] Logistics

Post by space »

RCMoonPie wrote: There is a saying common here in the states...."If it isn't broke...don't fix it."
And saying as its a realism mod, dont the military also say K.I.S.S (Keep It Simple Stupid)

Id rather 0.85 came out 2 months later, than be released with problems, that were stuck with for 6 months. I hope its play tested and I'm sure it will be, but in 0.8 the deviation problems and over adjusted sprint/grenades were apparent to me within an hour or two of playing 0.8, and those problems got though. Those 3 minor problems, have made some maps almost unplayable for me personally.

My main concern is the fact that we will have more people walking long distances and more people travelling backwards and forwards, acting as delivery men. It will decrease fighting at the front, and slow down the game even more.

Logistics squads would be great if BF2 was 128 players, but its not - and it seems like the changes will use up alot of the (maximum) 32 players, travelling around instead of fighting.

Im aware that all this sounds very negative :D - the vast majority of the changes sound great, and even the other changes are in the right direction, but it does sound to me like they need tweaking a little.
space
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Re: [Gameplay] Logistics

Post by space »

badmojo420 wrote:Also, who really cares if a supply truck is 1 manned? Isn't that more logical? Risk only 1 life instead of 2. All you need is a driver.
And PLEASE for the love of god, don't ask the new logistics trucks to pick you up and transport you somewhere. Unless you're going where they're going, stay out.
The problem there is that anyone can drive the truck, with any kit, so if a guy is stuck at main, he'll use it as a taxi, and abandon it at the front.
OkitaMakoto
Retired PR Developer
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Re: [Gameplay] Logistics

Post by OkitaMakoto »

Maybe something to look into is to give the logistics truck a relatively short decay timer so when it is empty for say, 3 minutes away from the main base[base is spawns at] is will explode and a new one will spawn in quickly.

This would mean a team using it will almost always have it occupied, and thus would not ave to worry about the short decay timer of it, but on the other hand, if a tard takes it as a taxi, all is not lost because it will shortly explode and respawn at the main...

Though, people would really need to be aware of the decay timer, as even a good logistics squad would on occasion need to leave it unoccupied for short periods of time

Always something to look into anyway...
badmojo420
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Re: [Gameplay] Logistics

Post by badmojo420 »

That's miss-using the vehicle. Saying someone is 1 manning implies that more people are required to operate effectively. And how is that any different then people grabbing jeeps or engineers taking cmd trucks and using them as taxis now? And since they are removing engineer, it would be stupid to limit the truck to just one kit. Which kit would it be? Crewman and the driver is useless outside the truck? Medic and everyone who doesn't like medic is foreced into the role if they want to do logistics? Officer, no that wouldn't work. The only thing left is rifleman, might as well make it any kit. See what i'm getting at?
badmojo420
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Re: [Gameplay] Logistics

Post by badmojo420 »

'[R-DEV wrote:OkitaMakoto;889866']Maybe something to look into is to give the logistics truck a relatively short decay timer so when it is empty for say, 3 minutes away from the main base[base is spawns at] is will explode and a new one will spawn in quickly.

This would mean a team using it will almost always have it occupied, and thus would not ave to worry about the short decay timer of it, but on the other hand, if a tard takes it as a taxi, all is not lost because it will shortly explode and respawn at the main...

Though, people would really need to be aware of the decay timer, as even a good logistics squad would on occasion need to leave it unoccupied for short periods of time

Always something to look into anyway...
That might actually increase people using it as taxi. I can hear it now...

"Sq3 why did you abandon that supply truck?"
"Oh don't worry, it'll respawn back there in 3 mins"

Call me evil but i believe a team should be effected by the incompetence of its' players. Otherwise people won't bother explaining to the idiots why what they're doing is wrong. And then they'll never learn. Also it would be great to secure the enemy supply trucks and keep the enemy from getting any supplies to the front.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: [Gameplay] Logistics

Post by Deer »

Game is just more fun when problems has got solutions which works for casual players as well. If solution doesnt work for casual players, we are facing frustrating situations while playing and nobody likes it..
Last edited by Deer on 2009-01-05 11:20, edited 3 times in total.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Gameplay] Logistics

Post by arjan »

I wanna do ambushes on supply lines in 0.85! :razz:
sakils2
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Joined: 2007-07-14 23:15

Re: [Gameplay] Logistics

Post by sakils2 »

I wanna do ambushes on supply lines in 0.85
Me too :D
Works in 0.8, though :P
OkitaMakoto
Retired PR Developer
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Re: [Gameplay] Logistics

Post by OkitaMakoto »

It sort of just dawned on me how much this is really going to bring tanks and APCs down to a more realistic level.

Just watched a .8 video of a tank taking some hits, destroying the target, then simply saying "Hey, engy, wanna hop out and repair us?"

No longer is that gonna happen and I cant wait :)

In .85 if you get a solid hit on a tank you KNOW its going to matter, even if you dont take it out. Same with APCs



DDaaaaaaaaaaamn

I take any small annoyances that come from smacktards in exchange for this change :)
Blakeman
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Re: [Gameplay] Logistics

Post by Blakeman »

jeeao wrote:There are several problems with this update. What if the tank is out of reach of a command truck? Take for example bumpy hills on Kashan Desert.
A tank shouldnt be up so far that it can't be reached if it wants to be repaired? You don't move outside your logistic line if you want to depend on said logistic line. Look up Patton's push across southern France and the fuel logistic problems.
badmojo420
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Re: [Gameplay] Logistics

Post by badmojo420 »

I'm guessing air lifted repair 'crates' are too easy for a good pilot to spam into hot zones? But what happens on maps like Muttrah when the Americans(with no supply trucks) APC gets disabled?
McBumLuv
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Re: [Gameplay] Logistics

Post by McBumLuv »

badmojo420 wrote:I'm guessing air lifted repair 'crates' are too easy for a good pilot to spam into hot zones? But what happens on maps like Muttrah when the Americans(with no supply trucks) APC gets disabled?
That's an interesting question... though they did say Ammo/Repair stations (similar to the cp of now) will spawn at the first capped flag on carrier assault maps. And the repair/ammo station depicted on the front page has a logistics truck in it, so maybe those will be spawning now, too.
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Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

badmojo420 wrote:I'm guessing air lifted repair 'crates' are too easy for a good pilot to spam into hot zones? But what happens on maps like Muttrah when the Americans(with no supply trucks) APC gets disabled?
a logistics truck will come to help it :)
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hyraclyon
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Joined: 2007-02-04 09:56

Re: [Gameplay] Logistics

Post by hyraclyon »

[R-DEV]Rhino wrote:a logistics truck will come to help it :)
But on Muttrah the US spawn on the carrier, so how is it possible for a logistics truck to drive across the water? Or am i missing something?
McBumLuv
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Re: [Gameplay] Logistics

Post by McBumLuv »

McLuv wrote:That's an interesting question... though they did say Ammo/Repair stations (similar to the cp of now) will spawn at the first capped flag on carrier assault maps. And the repair/ammo station depicted on the front page has a logistics truck in it, so maybe those will be spawning now, too.
Rhino's confirmed it, after I explained it so well.

Or, Rhino was epically ninjad by 10 minutes, but I'm guessing that even if he was he wouldn't admit it hehe :)
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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

If you happened to read the first post...

'[R-DEV wrote:dbzao;885626']


Vehicle Resupply/Repair Depot

Positioned mostly at main bases, provide vehicle ammunition and repairs. On carrier maps they will appear at forward control points once captured.
cap a flag.. stuff spawns.

To those people worrying about if they're in a tank and get hurt... what are they supposed to do.. wait for a Logistics Truck? Yes. Pull back.. get to flat ground, because those Logistics truck probably are going to flip like crazy, and wait. You screwed up. Wait for the opportunity to get back into the fight.
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[uBp]Irish
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Re: [Gameplay] Logistics

Post by [uBp]Irish »

Bah McLuv. Got to it before i could.
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Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

McLuv wrote:but I'm guessing that even if he was he wouldn't admit it hehe :)
lol :p

but ye that is correct, stated many times in this topic that the vehicle depos spawn (with in most cases a spawn delay) on the "beach" of amphibious assault maps, which if you have also noticed that in the pic on the first post there is a logistics truck spawned inside the camo netting tent which is where you will also find the logistics truck ;)
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Outlawz7
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Re: [Gameplay] Logistics

Post by Outlawz7 »

Wait...so what's going to happen to the current trucks with 8 seats in-game at the moment?
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