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Re: [Gameplay] Logistics

Posted: 2009-01-02 08:16
by Agent_mOe
Good morning and Happy New Year to evryone,

in my very humble opinion these changes sound very interestng but i'm not sure in which way they will change the gameplay to a better or worse one. This we'll know after we tried. So lets just sit tight and wait for .85. I cant wait for release. I'm so excited :-D :-D

Re: [Gameplay] Logistics

Posted: 2009-01-02 08:23
by Deer
[R-CON]Alex6714 wrote: I don“t see how changing the apcs this way will affect anything on public servers, I can see people soloing and using them to run people over now. But I guess we have to just find out....
I completely agree, game is already too hard for 90% of players, making it harder to move around by forcing players to use APCs as team's only transports will make it even more frustrating, i can see myself playing tetris while waiting for my guy to auto-walk to its destination from mainbase countless times while APCs are being used on players personal needs. Plus if players wont even use trucks to transport ppls between mainbase and battlezones more than once per truck(except rarely), why on earth they would use combat-able APCs to do that.

The change is very cool and fun and interesting.. and the fact that it will work so rarely in public servers..

To make APCs realistic, you would need to have squad leader driving the APC, and squad is with him in the APC as infantry, and when they go into combat infantry will step out and they fight together with APC... This is currently not very possible because every dead squad mate is spawning to mainbase because SL cant set up rallypoints while hes crewman. And if he wouldnt be driver it would be way too difficult to lead mechanized infantry squad(thats why noone is doing this tactic). Would be nice if players could spawn on squad leader IF the squadleader is in APC. Or then just make it possible to make rallypoints with crewman-kit, or make it possible to drive APC with officer-kit.

That would create realistic infantry+APC combat work among public players, if possible it would be good to have amount of spawning into APC limited, just like amount of spawning on rallypoints is limited (it gets destroyed if squad is dying too much near it), total of 4 spawns allowed per 10minutes for the APC spawn should be nice, if squad members die/spawn more than that, spawn is removed for 10minutes or so? Sounds complicated but should be doable atleast somehow by using code that is already being used.

Re: [Gameplay] Logistics

Posted: 2009-01-02 08:41
by Rhino
Edited first post to add credits to each item.
Logistics Trucks

CREDITS:
Model: [R-DEV]Katarn
Texture: [R-DEV]Chuc
Export: [R-DEV]TrahnLee
Coding: [R-DEV]Jaymz & [R-DEV]dbzao


Supply Crates

CREDITS:
Model: [R-CON]Mescaldrav
Texture: [R-CON]Mescaldrav
Export: [R-DEV]Rhino
Coding: [R-DEV]Jaymz, [R-DEV]dbzao & [R-DEV]Rhino


Repair "Crates"

CREDITS:
Model: [R-DEV]Rhino
Texture: [R-DEV]Pride
Export: [R-DEV]Rhino
Coding: [R-DEV]Jaymz, [R-DEV]dbzao & [R-DEV]Rhino


Vehicle Resupply/Repair Depot

CREDITS:
Model: [R-DEV]Rhino, [R-CON]Mescaldrav & I.N
Texture: [R-DEV]Rhino, [R-CON]Mescaldrav, [R-DEV]Matrox & [R-DEV]Pride
Export: [R-DEV]Rhino
Coding: [R-DEV]Rhino, [R-DEV]Jaymz & [R-DEV]dbzao


APCs

CREDITS:
Coding: [R-DEV]dbzao & [R-DEV]Jaymz


Kit Request

CREDITS:
Coding: [R-DEV]dbzao & [R-DEV]Jaymz
may have missed a few ppl out.

NickO wrote:Is the supply depot destructible?

Also unless games have dedicated transport squads the lack of transport will be big problem.. I really doubt apcs will be driving back and forward from main... Very fun.. Flying a transport helo is atleast alittle fun
no, its a static on the main base / beach.
gazzthompson wrote:can this Vehicle Resupply/Repair Depot be destroyed ?
no, its a static at the main base.
master of the templars wrote:Sounds like a good theory, I'm interested to see how it plays out.

couple of questions...

1) on carrier maps how do you get kits before you cap the first flag and get your supply depot?

2)carrier maps - how do heli's get more crates before you cap first flag and get depot?

3) isn't it an unrealistic idea to get heli's to re arm at flags and not the carrier in the first place?

4) would the devs ever consider making the supply depot deployable?
1. choppers can drop in supply crates etc.

2. helis reload at the carrier.

3. helis can not reload at a vehicle depo and they are only at the main base or on the beach.

Re: [Gameplay] Logistics

Posted: 2009-01-02 08:53
by rangedReCon
Sounds great in theory, let's hope that it translates well into pub games.

Re: [Gameplay] Logistics

Posted: 2009-01-02 09:06
by Polka
Cool bohnen

Re: [Gameplay] Logistics

Posted: 2009-01-02 09:12
by Conman51
i DONT KNOW WHY PEOPLE SAY APCS WILL BE GOING BACK AND FORTH TO BASE LIKE TRUCKS!!!!..the logistics trucks will do that..bringing the supply crates to the front and supply crates bring..limited kits... apcs will NOT HAfE to go back and forth because rallys are usually set and teh infantry can stay by teh APC even if they die becuase they set rallys


today i had a round on ramiel with some clanmates ...all we had was 6 people...we set rallys (which pubbers can do too) and when teh dismounted infantry got shot or wounded the medic got to them and healed them (yes pubbers do this too) and if tehy died they spawned at the rally which was in our combat zone of fighting where we assulted 3 or 4 casches....the apc lasted a long ime and teh dismounted infantry had few deaths...THE ONLY REASON THE APC HAD TO GO BACK TO BASE WAS FOR AMMO!!!...some peolpe underestimate the common pubber...the smacktards will die off and teh team players will stay..no loss to PR...i think the community is preety big right now and in taht community THERE ARE SOME SMACKTARDS...i admit it but they eventually leave or get less common

P.S. yes i play with pubbers alot and i have seen them use teamwork w/o the SLs in TS

you guys make it seem like they got rid of rallys or something

Re: [Gameplay] Logistics

Posted: 2009-01-02 09:22
by Lt Mic
first 4 points are nice changes
but the 5 point (about no jeeps) is a
very very very very very very very very very very very bad idea
pub playing=unpossible for inf sq's

more players will be more frustrated and they might stop playing PR or Noobs which just started pr won't want to play it for longer time...

point 6: kit request? will we be able to request kits from RP? or we must run for all map to find crate and request it there?

Re: [Gameplay] Logistics

Posted: 2009-01-02 09:59
by RedAlertSF
Love this all, but I'm not sure about kit request changes..

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:35
by sn1p3rslippinz
Changes sound fine to me :D

Thanks Devs (Y)

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:36
by _casualtyUR
Excellent, can wait for the deployable medical bay, too.

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:38
by jbgeezer
Nice crates! And the new repair depot looks so real.

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:39
by Outlawz7
Now all you need to do is replace the UAV trailer with something that actually looks like a command post :lol: :p

Also if APCs are intended to be the main transport, will Light AT deal more damage to them? Or does the same logic of 'infatry vs. infatry, vehicles vs. vehicles' still apply?

And what maps will feature jeeps? IMO at least Militia should keep their technical and the coalition forces on Insurgency maps should keep the Humvee and Land Rover, so Insurgents won't have to deal with loads of armored IFVs shooting them to **** from 400m away.

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:42
by Outlawz7
'[uBp wrote:Irish;886034']talked about how if they just increased the amount of water on the map
The map is an island surrounded by eight 4 Km2 terrain meshes full of water, what else do you need?
M.Warren was probably talking about expanding the combat zone into surrounding terrain so helicopters could fly all around the map without getting out of bounds.

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:44
by jbgeezer
More water is cool :mrgreen:

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:47
by Rhino
jbgeezer wrote:Nice crates! And the new repair depot looks so real.
hehe, was hard enough to pump the MAs to get some good refs and info out of them, we went though like 6 different designs for it hehe. It's not 100% realistic but its pretty good representation of what its really like :)
[R-COM]Outlawz wrote:Now all you need to do is replace the UAV trailer with something that actually looks like a command post :lol: :p
That is in the long term plan, just something that's low priority.

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:55
by Surround
HOLY SHIT!! wow amazing

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:56
by vilhelm123
RedAlertSF wrote:Love this all, but I'm not sure about kit request changes..
Ditto.

Rallys makes sense, but surely firebases and bunkers should stay able?
And yes i know crates should be near but one nade will destory them, it just shouldn't be that easy to remove weapons from the other team.

Also if we are to see more of apcs in future then are we likey to see any increase in AT kits?

Re: [Gameplay] Logistics

Posted: 2009-01-02 10:57
by jbgeezer
[R-DEV]Rhino wrote:hehe, was hard enough to pump the MAs to get some good refs and info out of them, we went though like 6 different designs for it hehe. It's not 100% realistic but its pretty good representation of what its really like :)

Well, its looks very realistic to me, btw will the wrench be removed from the engy kit after this, or will he have in case a tank looses mobility. You could make so that the engineer could only fix mobility problems to get the vehicle back to the repair depot for full repairs. What do you think?

Re: [Gameplay] Logistics

Posted: 2009-01-02 11:00
by Oak
  1. I really, really like the new supply crate model. This is amplified by how pathetic the current model is.
  2. I really like the move to repair depots and repair "crates". I also like the removal of repairs from the engineer - it always struck me as unrealistic (yes, I know, so are medics, but let's leave that alone for the moment). This also means the engineer will probably focus more on breaching and destroying obstacles, which is far more fun than slowly repairing stuff. Just need to find some solution for bridges.
  3. I like how you can request kits at crates now, but I'm unsure about no longer being able to request kits at FOBs or rallys - that means newly-spawned troops cannot take specialized kits. I just hope that as compensation, some kits will move to the list of spawn-requestable ones.
  4. I hate the current "APCs used as light tanks" situations and I really like the mechanized infantry gameplay, but I don't see how the APC change will promote that. I guess I'll have to try it when the new patch arrives.