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Re: [Gameplay] Logistics

Posted: 2009-01-02 03:50
by Incomplete Spork
I agree. Devs don't take this as a personal hit but you don't seem to play many normal games the way you are making these changes. Even though to play pr you do need some smarts but all you are doing now is screwing the game over to where the only fun in it is to play with your clan or in a tournament.

Look, you can't fix stupid. There will always be people soloing these tanks and these new logistics things to the front lines. I know the game is Project Reality but I also like to have, not have a chore playing the game. I'm gonna hold off talking about the new PR till I actually play it but this just seems like it's even harder to play in a pub game.

Re: [Gameplay] Logistics

Posted: 2009-01-02 03:52
by sentinel
Zrix wrote:Looking good!
I assume the repair crate repairs so slowly that its no use standing next to it and tank damage, like in vBF2?
Lets hope so.. Also why not take it to a ho nuva leva by making the engineer wrench only work while repair station in nearby. In fact make engineers only thing to repair vehicles, so that the tanks squad would need their own pit crew. Instead of making the repair station a self-repairing station.

Re: [Gameplay] Logistics

Posted: 2009-01-02 03:56
by Conman51
sentinel wrote:Lets hope so.. Also why not take it to a ho nuva leva by making the engineer wrench only work while repair station in nearby. In fact make engineers only thing to repair vehicles, so that the tanks squad would need their own pit crew. Instead of making the repair station a self-repairing station.
tahts actaully waht i kinda wanted..but the only thing is taht it takes more infantry off the filed and puts them behind a tank

Re: [Gameplay] Logistics

Posted: 2009-01-02 03:58
by azn_chopsticks_boi
Theres a differents between APC and IFV too :)

Re: [Gameplay] Logistics

Posted: 2009-01-02 03:59
by scandhi
i guess they'll balance out the APCs to earlier number of trucks etz..
I am just curious on the kit request thing. lots of driving for the truck dropping of crates everywhere. LOTS.
But now an ambush on the supply lines will hurt!! :twisted:

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:00
by OkitaMakoto
Theres a difference in simply giving up on the PR player base by giving them exactly what the bottom of the barrel* would seemingly force us to do and striving to push PR more and more away from BF2's gameplay.

The DEV team will continue to raise the bar and ask that the player base, the mature player base, continue to move up with us farther and farther from original BF2. We did it with Insurgency mode, we did it with rally points, we did it with removing SL spawn, we did it with removing all but the most basic kits from the initial spawn screen.

You guys act like we never play the game, but did you ever think that we realize these problems with the current gameplay and are simply not letting those few bad rounds, or immature players, from ruining the way the game was meant to be played.

Will there be tards? Always. Will the majority of the players get used to these changes and make PR better for it? Yes.


* and please note, Im note referring to any of you here as "bottom of the barrel" I mean those who steal assets and refuse to work as a team, etc

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:04
by Tirak
Why is it that every time someone asks about Artillery or more seats on a tank or more and better aircraft, we always get the same line trotted out about "Taking men from the battlefield" then you look over here and they want to turn most of the team into support elements instead of combat. You've nerfed the engineer to nothingness, you've taken away any form of light recce, and you've taken away any ability for a squad to operate independently. I get that you want to make the game more teamwork oriented, I really do, but you're forcing teamwork. You're looking at things and saying "Players aren't doing exactly what I want so I'll make it impossible to do anything unless they do exactly what I want" instead of allowing the player to work with what they have and come up with their own ideas.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:07
by M_Striker
spacemanc wrote:I agree with timo on that one - Im not in a clan - I only play on public servers. Ive often typed out the question to my team "FFS - what does APC stand for!!!!" as Ive been stranded etc, so as I said its a good intention to encourage their greater use. Teamwork isnt always there on public servers and even if it is, asking two strangers to drive across Kashan for 8mins to pick you up, and then drive back again, is a big ask in gaming terms.
Hey, I mean comon, if we're going to talk about Kashan, we'll use transport helicopters and not APC's to ferry people across the vast deserts. :p

Anyways, it's perfectly logical to assume there will not be any teamwork between APCs and Infantry. Because there is none now, and there never has been. (i'm talking about the average public game) Those that say people who take an APC will have to know that they need to transport the infantry, aren't right (conman :p ) because ur always going to get that noob who wants to go super uber rambo with his APC.

I played a game today where my squad ran to get transport/a kit from the APC, and he looked at us, and just sped away from us. If these changes are going to fix that, I'm definitely for them.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:08
by McBumLuv
'[R-DEV wrote:OkitaMakoto;885912']Theres a difference in simply giving up on the PR player base by giving them exactly what the bottom of the barrel* would seemingly force us to do and striving to push PR more and more away from BF2's gameplay.

The DEV team will continue to raise the bar and ask that the player base, the mature player base, continue to move up with us farther and farther from original BF2. We did it with Insurgency mode, we did it with rally points, we did it with removing SL spawn, we did it with removing all but the most basic kits from the initial spawn screen.

You guys act like we never play the game, but did you ever think that we realize these problems with the current gameplay and are simply not letting those few bad rounds, or immature players, from ruining the way the game was meant to be played.

Will there be tards? Always. Will the majority of the players get used to these changes and make PR better for it? Yes.


* and please note, Im note referring to any of you here as "bottom of the barrel" I mean those who steal assets and refuse to work as a team, etc
Well said. I've got to listen to the interview right now. I've just played a game of Qwai where there was an APC squad whoring around with China's APCs (ironically our only transport because many other vehicles were on the front lines, out of reach to the infantry in need). One of the players kept complaining and complaining about those bloody infantry squads that weren't doing anything, meanwhile this guy downright refuses to give transportation with his APC because it's "not there for transport, that's what trucks are for" :|

yes, there will always be smacktards, but giving them less of a reason to act as such will also discourage them and allow servers better administering, thus better gameplay.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:11
by Skodz
Incomplete Spork wrote:I agree. Devs don't take this as a personal hit but you don't seem to play many normal games the way you are making these changes. Even though to play pr you do need some smarts but all you are doing now is screwing the game over to where the only fun in it is to play with your clan or in a tournament.

Look, you can't fix stupid. There will always be people soloing these tanks and these new logistics things to the front lines. I know the game is Project Reality but I also like to have, not have a chore playing the game. I'm gonna hold off talking about the new PR till I actually play it but this just seems like it's even harder to play in a pub game.
totally agree 100% with everything.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:19
by Dougalachi
spacemanc wrote:Ive listened to the interview now. There will be no more jeeps except on insurgency maps, and no more transport trucks on any maps - just light APC's and helis for transport.

The repairs will be from a "repair point" which is deployable from a logistics truck which anyone can drive. There can only be one "repair point on the map at one time.

From my experiences of any maps with alot of armour, the armour sq likes to keep repairs with them, so what is to stop them hogging the repair truck, so they have repairs close to them, following them round and the rest of the team dont?

Also the logistics truck is drivable by anyone, so considering that the new changes will possibly limit transport more than it is now :o - what is there to stop someone taking a logistics truck as a one man transport to the front line, and then abandoning it?
From what I understood, unless there is only one repair vehicle in the map, there can be more than one repair station up at one time. In other words, one repair station PER vehicle. Also, I thought he only said reduced numbers of HMMWV, but I don't remember exactly.

Additionally, in regards to ground transport, from what i heard in the interview, the chinese still do not have any kind of stryker-esque vehicle (VN-3) in this version and no mention was made of a replacement for the MEC (new vodnik).

edits

Posted: 2009-01-02 04:27
by space
In the interview DB does say there will be more APC's so there wont necessarily be any more lack of transport than there is now (except trucks have 5mins spawn = apcs have 10 min spawn)

The main problem is we will see alot less infantry on the field - this cant be good when PR is moving towards larger maps - and the problem gets amplified on less than full servers.

I hope the suggestion that the APC position can be used without a crewman kit, and by people from different squads will be considered.

PS Doug - in the interview he said one repair station per team, which is placed by the logistics truck that anyone can drive.

EDIT : I hope the suggestion that the APC gunner position can be used without a crewman kit, and by people from different squads will be considered.

Posted: 2009-01-02 04:38
by McBumLuv
^the reasoning? Not anything against it, but what would it improve?

anyways, not yet properly addressed, but will faction specific supplies be faction gun specific? probably even harder to code, but it would be an awesome improvement too.

Makes people think twice when picking up an enemy kit on whether or not they'll be able to resupply.

Edit, my
^reasoning?
was directed at Spacemanc, stupid lack of edit :?

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:52
by Dougalachi
I was talking about the repair crates that are dropped by logistics vehicles, of which, according to (at least) the screenies from fools road, there will be multiple. I find it hard to believe that there can only be one crate per side even with four vehicles. He is not completely clear as to the nature of whether there will be just one globally in existance for the whole side or just one per each logistics vehicle in the map, so don't go jumping to conclusions.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:53
by sentinel
Tirak wrote:Why is it that every time someone asks about Artillery or more seats on a tank or more and better aircraft, we always get the same line trotted out about "Taking men from the battlefield" then you look over here and they want to turn most of the team into support elements instead of combat. You've nerfed the engineer to nothingness, you've taken away any form of light recce, and you've taken away any ability for a squad to operate independently. I get that you want to make the game more teamwork oriented, I really do, but you're forcing teamwork. You're looking at things and saying "Players aren't doing exactly what I want so I'll make it impossible to do anything unless they do exactly what I want" instead of allowing the player to work with what they have and come up with their own ideas.
WORD! What if I don't wanna go with a 6 man squad with 50% useless human beings (smacktards)? What if I only want 3 man squad with people that I know and trust? Then there aren't any small vehicles to do recon/ambush/Sniping/or apc hunting. Kinda takes aspects out of the game. So when we need to fall back after a successful ambush we have to wait for "mom" to pick us up. Well we can always walk and there is always that guy with a littlebird flying over your squad revealing your plan to the enemy... Nice

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:54
by [T]waylay00
Please tell us that Humvees will respawn at the main base on Ramiel (or any insurgent) more frequently now, since the FOBs can't spawn them!

I've had a blast doing effective, rapid support, Humvee convoys here recently.

Re: [Gameplay] Logistics

Posted: 2009-01-02 04:59
by sentinel
'[T wrote:waylay00;885967']Please tell us that Humvees will respawn at the main base on Ramiel (or any insurgent) more frequently now, since the FOBs can't spawn them!

I've had a blast doing effective, rapid support, Humvee convoys here recently.
yeah.. And Ramiel is a BIG map. :)