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Re: [Gameplay] Logistics

Posted: 2009-01-02 14:57
by Scot
[R-COM]Outlawz wrote:Do we have them in-game?
Nope, but I'm saying if the DEVs did, it's not like the British don't have APCs. We have enough Brit MAs to know whats in the Army, and you never know, sneaky addition for .85 for all we know ;)

Re: [Gameplay] Logistics

Posted: 2009-01-02 15:03
by Tofurkeymeister
Interesting... I wonder how it will play.

Re: [Gameplay] Logistics

Posted: 2009-01-02 15:04
by Ablack77
Wow guys, truly stunning work.
Looks like a huge amount of thought and hard work has gone into this.
Can't wait to see how it plays out.
:thumbsup: 8)

Re: [Gameplay] Logistics

Posted: 2009-01-02 15:43
by VoXiNaTiOn
'[R-DEV wrote:dbzao;885626']

CREDITS:
Model: [R-CON]Rhino, [R-CON]Mescaldrav & I.N
Texture: [R-CON]Rhino, [R-CON]Mescaldrav, [R-DEV]Matrox, Alina Gal &
Rhino gave up Devving? :p .

Looking good, nice to see more away from the 'nilla wrench.

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:03
by Rhino
[R-COM]VoXiNaTiOn wrote:Rhino gave up Devving? :p .
lol, copy and paste didn't work too well there :p

fixed :D

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:09
by Sgt.Sheep
To be honest, I don't like these changes. I don't like them at all.

First of all, nice work on the models and the coding, devs. The new crates and trucks look pretty cool and I can see that a lot of work was put into these changes.
I also see what the devs want to accomplish, and I think that this will be accomplished with this release - as long as you are in an organized team such as the PRT or an active clan.

Unfortunately, Pubbing does not work that way.
There _will_ be smacktards and noobs such as the one guy who crashes the chopper at the carrier or those who drive straight through the enemy lines and lose the APC 2 minutes after they got it.
What happens e.g. in Kashan, when the choppers are down and all APCs are driving in the middle of nowhere? Thats right. You and your five squadmates have to wait a long time to get a transport - IF you can actually get one, since there are no Vodniks at your FO and the Cobra has just raped the BMP that was on the way to you.

Don't get me wrong, I always hated that APCs were (ab)used as IFVs, but artificially trying to force them to that strict role by making them the only means of transport is not really good in my opinion.

Then again, I haven't played .85 yet, so I can only hope that I am wrong.

Another thing I don't like is that the Engineer is stripped from it's "repairing" role. You have to have a very organized team to send a repair crate to a downed APC. But "Squad 6" doesn't want to drive the truck to the APC because they want to build a firebase at the other end of the map. That can be very frustrating as an APC crew. More frustrating than it already is sometimes in .8.

Seeing that in .8 commanders are very scarce on the Battlefield (assuming you don't play on a well administered server) who is going to organize this mess? Are there any changes in .85 that encourage commanders?


Another thing that bugs me is that you make it very hard for new players to get into the game. I started playing PR in 0.5 when it was easy to get into the changes and it was also easy from switch from release to release as you were used to the level of teamplay that was going on.
But now they have to read through lots of manual pages to get a basic understanding of the game.
And when they finally get to play, they experience frustrating situations like the ones above - which is not very appealing in my opinion.


Like I said, I haven't played .85 yet, so I can't really comment on public play yet. But guessing from these changes "Pubbing" just got a whole lot harder.

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:22
by hx.bjoffe
Pretty radical changes..
Hoping for the best, but must admit im sceptical if all these changes being equally good for teamplay/good-time.
Can any of these additions rearm static/mounted weapons?

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:24
by Element66
interesting changes, however a few ideas come to mind regarding the reapair crates

is it possible to make it so in order to actaully repair your vehicles with the repair crate, you still need a engineer to actaully carry out the repairs ?(i.e. an engineer can repair any vehicle within a certain distance from a repair crate) in order to preserve the role of engineers.

or make it so engineers/sappers can carry out minor repairs on light vehicles (jeeps? maybe trucks?) 20%? 50%?

to simulate patch jobs or replacing the tire? for example if a technical gets damaged traveling over rough ground does it have to go back to the insurgant Vehicle Resupply/Repair Depot to get repairs? (do the insurgents even get these Vehicle Resupply/Repair Depot?)

few other things worry me as well, but i'm sure they have already been brought up...


(disclaimer: im not going to pretend to know much about coding and how diffcult it would be to implement, if they can be at all, just a few ideas that came to mind)

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:42
by Ragni<RangersPL>
1. OK, no jeeps spawning on forward outposts... what about main bases? Will there be transport truck and jeeps spawning in the main base?
If NO then it's OMG-WTF-LOL wierd :lol:

There is a need for transport vehicles without kit requirements (crewmman) in PR gameplay. Many times you need to have a transport vehicle for your squad and maintain full squad fighting capabilities (without 2 crewman + 4 Inf. combo)... transport trucks or jeeps are perfect for this job. Without them infantry have to rely on APC squads... it will be a nightmare to ride around in those steel coffins because they will be even more attractive target for anyone with LAT/HAT then before and will be essential asset for the team. Personally I'll avoid riding in someones APC in PR 0.85, not because I doubt in other players skills... but because it'll be a LAT/HAT magnet :|

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:47
by ExisSellos
a.w.s.o.m.e o 3000

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:48
by gazzthompson
Ragni<RangersPL> wrote: Without them infantry have to rely on APC squads...
thats exactly what the DEVs are trying to add.

Re: [Gameplay] Logistics

Posted: 2009-01-02 16:49
by Fox_Naturalist
i love it :D

Re: [Gameplay] Logistics

Posted: 2009-01-02 17:44
by M_Striker
gazzthompson wrote:thats exactly what the DEVs are trying to add.
In the first post they said they exact opposite...?

I have a question though that I'm surprised hasn't been asked. can vehicles get ammunition from supply crates?

Re: [Gameplay] Logistics

Posted: 2009-01-02 17:47
by Rhino
M_Striker wrote:I have a question though that I'm surprised hasn't been asked. can vehicles get ammunition from supply crates?
no, vehicles must return to base/landing beach to reload from the vehicle depo.

Re: [Gameplay] Logistics

Posted: 2009-01-02 17:49
by Ragni<RangersPL>
gazzthompson wrote:thats exactly what the DEVs are trying to add.
Yes I know... That's what I've heard in the interview :roll:

I just can't get rid of the feelling that some of the changes are good only on paper.... it may not work on public games :? ??:

I guess I'll have to wait untill release with my comments and see how it will work.

Re: [Gameplay] Logistics

Posted: 2009-01-02 17:55
by gazzthompson
M_Striker wrote:In the first post they said they exact opposite...?
APCs

These are going to be the main transport vehicles
^^^

Re: [Gameplay] Logistics

Posted: 2009-01-02 18:25
by hx.bjoffe
How do you fix bridges?

Re: [Gameplay] Logistics

Posted: 2009-01-02 18:28
by Rhino
hx.bjoffe wrote:How do you fix bridges?
you deploy the repair drop next to it :)