Supply Depot: New Idea

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TheFaceCC
Posts: 99
Joined: 2009-01-28 18:34

Supply Depot: New Idea

Post by TheFaceCC »

Hello, i understand why you guys switched it so you cannot get kits at rally and from firebase's, however i dont like the fact that it has to be supply crates why not make another build asset that is simply a supply depot and as soon as you build it it takes away the crates and you can continue to build assets in a certain range of the depot. You cannot spawn on it so you would still have to build a firebase/bunker. This way you can still get kits on the field without having to find an apc or crates (which is really hard to find sometimes because they blow up after a little while of useage). Since its a supply depot you can re-arm there or switch class to any class allowed in the game. This is up to you guys if you decide to put it in but maybe this depot can be used to even repair vehicles. Ultimately i think supply crates and apc and main is a great idea for getting supplies but why not make it an asset. If this is done i would suggest that the crates will not give you supplies anymore they would be only for building assets. Any thoughts?
TheFaceCC
Posts: 99
Joined: 2009-01-28 18:34

Re: Supply Depot: New Idea

Post by TheFaceCC »

so many people have looked at it but why no response....constructive criticism anyone? i mean personally i like this idea, would actually cause assets to be built much more, also i dont know if its just me but it seems like firebases are almost pointless now in insurgency mode because in certain maps like al bash and ramiel, it just doesnt seem like theres enough time to actually get everything done and worry about assets at the same time, i mean sometimes playing those specific maps if i do make an asset squad it seems like we are there defending the asset the entire time when we really should be clearing out the caches. I guess this is just play style, dont respond to my ignorant comment about firebases im just thinking of a different way to arm a squad other than apc's and supply crates.
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: Supply Depot: New Idea

Post by AREM117 »

I think this is a resuggestion but dont quote me on that.

I like the idea of a Deployable Supply Depot, It should play the exact same role as the one in Main. Instead of the covered truck spawn put the model of a Bunker there. Make it so that it must be 1500m away from the main base. It might be a bit redundant.
Neo_Mapper
Posts: 251
Joined: 2008-04-08 16:51

Re: Supply Depot: New Idea

Post by Neo_Mapper »

Engineer wrote: [...]

Anyway, I cant see anything good or bad in your suggestion.. Thus I can't see any point in it.
+1

The supply crates are nearly indistructable now (not talking about the little ammo boxes from apc). So you are suggesting an asset which would have to be shoveled, that would need a supply crate to build which will have the same function as a supply crate!? What bout a supply crate? Job done!

Oh and I frogot one word I wanted to say: SUPPLY CRATE >.<
Sorry for my bad english ^_^'
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: Supply Depot: New Idea

Post by fubar++ »

I guess the suggestion represents the idea that usually when an unit is organized for long term static position there is all kind of arrangements needed to be done.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Supply Depot: New Idea

Post by AnRK »

Yeah there isn't much point in it man, given that there are 2 crates needed to build an FB there's enough kits to go round unless you end up in a big firefight nearby and use up all the ammo, in which case you should be asking to be resupplied anyway. The whole point of the new system is that kits are not abundant, you have to put a little thought into getting them. If there was a supply station in game (which would be unlikely) it would be limited to 1 in all likelihood, and it'd probably be easier to get to a crate or APC anyway.
TheFaceCC
Posts: 99
Joined: 2009-01-28 18:34

Re: Supply Depot: New Idea

Post by TheFaceCC »

it is pointless in this build yes, my point is the supply crates wouldnt be used for ammunition anymore....only building, this would simply make building assets much more important, just a thought of a new build for this game basically, if this is implemented it would only be wise to make it so you can only request kits from apcs and supply depot(aka one at main).

Although to whoever said that the supply crates are really strong as it is(ive been able to take them out very easily)....a simpler way to to make it better would be to make them even harder to destroy i guess that would get the job done so to speak.
TheFaceCC
Posts: 99
Joined: 2009-01-28 18:34

Re: Supply Depot: New Idea

Post by TheFaceCC »

Engineer wrote:Wouldn't this render the idea of squads requesting heavy equipment/ammunition in remote locations useless?

Anyway, I cant see anything good or bad in your suggestion.. Thus I can't see any point in it.
you would still need to request supply crates to build you depot, unless there is an apc then it renders it pointless because you could simply get kits from that however the apc cannot repair a vehicle and my idea would do both re-arm people and repair vehicles, it wouldnt be a spawn point though thats why you would still need a firebase or rally if its only one squad. But in maps like muttrah where its hard to get supply crates from apcs alot of times and easy to get huey crates this would just make it so you would need off the crates in order to actually get a kit
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Supply Depot: New Idea

Post by Sgt. Mahi »

Could be cool if PR actually lowered the kit limitation even more and you had to build these supply assets to raise the kit limitation. (i.e. start of with 1 AA-kit. Build a supply depot = kit limitation raises to 2 AA-kits) That way you would make the asset a really important strategic target for the enemy and we could have even more search-and-destroy missions for the infantry... *drooooools*
Peace is that brief glorious moment in history when everybody stands around reloading
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Supply Depot: New Idea

Post by Blakeman »

I can see the use in this for one reason. You can't always hide the supply crates.


The other day in Muttrah we wanted to build a firebase in the back yard of one of the houses. The logistic truck driver promptly dumped them in the center of the street, even though I asked for them to be dropped near the side. If there were an option for a supply dump in the build options, then my guys wouldn't have gotten shot up as much running out in the middle of the street to get ammo for their LAT/AA/HAT etc.

To me it would be like moving the crates and unloading them in a specific location that the sqd leader selects so they can be of the most benefit to the team. You can't always get that logistic truck where you want it.
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Supply Depot: New Idea

Post by Harrod200 »

Sgt. Mahi wrote:Could be cool if PR actually lowered the kit limitation even more and you had to build these supply assets to raise the kit limitation. (i.e. start of with 1 AA-kit. Build a supply depot = kit limitation raises to 2 AA-kits) That way you would make the asset a really important strategic target for the enemy and we could have even more search-and-destroy missions for the infantry... *drooooools*
Now there's a potentially good idea;

Round starts with minimal requestable kits (far less than we have now).
Each Supply Depot must be built near to an FB, and acts as a kit request point and as an unlimited infantry ammo supply. Each depot built allows more kits to be requested. Each SD allows 1 more grenadier/LMG/LAT to be requested and 1/2 a HAT/Sniper (2 SD's needed to get 1 new kit).
SD is easily destroyable by an incendiary grenade or knifing a certain section (similar to FB)

That would add another aspect to the FB system; if you lose it, you lose more than just a spawn, but useful kits. Also makes removing an entrenched enemy all the more difficult. Perhaps link the ammo supply/kit request to the FB's viability; the FB needs to be fully built and active (not currently overrun) to get ammo or kits.
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