[Gameplay] Logistics

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scandhi
Posts: 293
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Re: [Gameplay] Logistics

Post by scandhi »

Bring them to the repairstation @ mainbase. :lol:
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Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

scandhi wrote:Bring them to the repairstation @ mainbase. :lol:
ye, just fly the chinook over, have some guys fast rope down, attach some ropes to the bridge and lift each section clear back to main base, repair it at the depo then fly it back in :mrgreen:
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Pride
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Re: [Gameplay] Logistics

Post by Pride »

[R-DEV]Rhino wrote:ye, just fly the chinook over, have some guys fast rope down, attach some ropes to the bridge and lift each section clear back to main base, repair it at the depo then fly it back in :mrgreen:
The single biggest suprise of 0.85 and you just ruined it...well played Rhino.
:roll:
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Gameplay] Logistics

Post by AnRK »

Or build links into the world of twilight above your main and the bridge and warp a section in to drop on top of the missing piece :p
[R-DEV]Rhino wrote:you deploy the repair drop next to it :)
So the repair drop is essential a squad of engineers cleverly compressed into a bottle of gas? :p
Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

[quote=""'[R-DEV"]Pride;886489']The single biggest suprise of 0.85 and you just ruined it...well played Rhino.
:roll: [/quote]

quiet you! whos the lead dev here :p

[quote="AnRK""]So the repair drop is essential a squad of engineers cleverly compressed into a bottle of gas? :p [/quote]

more or less yes :p
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foxxravin
Posts: 344
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Re: [Gameplay] Logistics

Post by foxxravin »

please stop! i dont have any more *** left :/ it hurts

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Tannhauser
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Re: [Gameplay] Logistics

Post by Tannhauser »

You should stick some fuel barrels to the Repair Station model as I doubt those few gallons will do the job for 4 trucks and 2 APC's lol. Just me nitpicking tho, all of this is wonderfull! PR 0.85 will be special indeed! :-)
Rhino
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Re: [Gameplay] Logistics

Post by Rhino »

Tannhauser wrote:You should stick some fuel barrels to the Repair Station model as I doubt those few gallons will do the job for 4 trucks and 2 APC's lol. Just me nitpicking tho, all of this is wonderfull! PR 0.85 will be special indeed! :-)
hehe, nor would the amount of 120 and 30mm rounds there :p
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Ricardo-SC
Posts: 43
Joined: 2008-08-27 01:25

Re: [Gameplay] Logistics

Post by Ricardo-SC »

Hi!

I like a lot, very nice job, congratulations to all the devs! :grin:

--

Sorry but I am still not very good in English. :o ops:
*Sorry for my bad English.

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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Gameplay] Logistics

Post by M_Striker »

gazzthompson wrote:^^^
In which case, the infantry will have to be dependent on APCs...

I don't get it...

You said the devs are trying to make infantry less dependent on APCs and then you just said they aren't...
Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: [Gameplay] Logistics

Post by Nitneuc »

Looks like great improvements to the gameplay, can't wait to use my APC for other tasks than giving targets for my gunner.
Congrats to all involved peoples. :smile:

Any chances to get details about the purpose of the engineer in 0.85 ? Without repairing ability it looks that the DEV team has rethought the kit, right ?
Many thanks to everyone involved in the making of the best videogaming experience ever !
jeeao
Posts: 47
Joined: 2009-01-01 10:21

Re: [Gameplay] Logistics

Post by jeeao »

I think there should be

1) supply depots at firebases and bunkers
2) Jeeps should spawn at bunkers.

The problem with this update is that there is that 32 players is simply not enough to coordinate all this. You cannot have one squad for escorting trucks all over the map and have the rest cap flags when we are forgetting special squads like recon and spec ops and sniper and APC and Tank and all those other squads. We would need atleast a 45player team to coordinate this huge update. I think wrenches should still be included but some restrictions to them which would be up to you guys to think of.
CodeRedFox
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Re: [Gameplay] Logistics

Post by CodeRedFox »

Is it just me or did a few of you only read the first paragraph and then went on to look at pics :roll:
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IAJTHOMAS
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Re: [Gameplay] Logistics

Post by IAJTHOMAS »

[R-DEV]CodeRedFox wrote:Is it just me or did a few of you only read the first paragraph and then went on to look at pics :roll:
The Dev jorunal: the PR equivalent of the Sun. :razz:
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Gameplay] Logistics

Post by PlaynCool »

Alrright pls let ONLY the engineer be able to drive theese trucks, because they represent a full sqwad of field engineers going to the damaged tank, and repairing it wirte?(because a tank cant repair itself when standing close to such a crate).And whi dont we just keep the old command post on carrier maps, at the lower deck, because if the enemy captures your first flag they can use your newly spawned repair box can they?
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [Gameplay] Logistics

Post by masterceo »

great changes, the repair/supply crate truck is just what a dedicated engineer (me) on Fools and other maps with lots of vehicles needed.

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hiberNative
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Joined: 2008-08-08 19:36

Re: [Gameplay] Logistics

Post by hiberNative »

i like the changes. can't wait to feel them out ;P
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agentscar
Posts: 1266
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Re: [Gameplay] Logistics

Post by agentscar »

Sounds good,for gameplay.This shall adjust the way APC's are used fo sho.
:) (Like the ruskie stuff!)
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