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Re: [Gameplay] Logistics
Posted: 2009-01-02 18:28
by scandhi
Bring them to the repairstation @ mainbase.

Re: [Gameplay] Logistics
Posted: 2009-01-02 18:32
by Rhino
scandhi wrote:Bring them to the repairstation @ mainbase.
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

Re: [Gameplay] Logistics
Posted: 2009-01-02 18:36
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
The single biggest suprise of 0.85 and you just ruined it...well played Rhino.

Re: [Gameplay] Logistics
Posted: 2009-01-02 18:39
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
[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?

Re: [Gameplay] Logistics
Posted: 2009-01-02 18:43
by Rhino
[quote=""'[R-DEV"]Pride;886489']The single biggest suprise of 0.85 and you just ruined it...well played Rhino.

[/quote]
quiet you! whos the lead dev here
[quote="AnRK""]So the repair drop is essential a squad of engineers cleverly compressed into a bottle of gas?

[/quote]
more or less yes

Re: [Gameplay] Logistics
Posted: 2009-01-02 18:53
by foxxravin
please stop! i dont have any more *** left :/ it hurts
User given infraction: Illegal post content
Re: [Gameplay] Logistics
Posted: 2009-01-02 19:20
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!

Re: [Gameplay] Logistics
Posted: 2009-01-02 19:24
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

Re: [Gameplay] Logistics
Posted: 2009-01-02 19:51
by Ricardo-SC
Hi!
I like a lot, very nice job, congratulations to all the devs!
--
Sorry but I am still not very good in English.

ops:
Re: [Gameplay] Logistics
Posted: 2009-01-02 19:56
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...
Re: [Gameplay] Logistics
Posted: 2009-01-02 20:09
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.
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 ?
Re: [Gameplay] Logistics
Posted: 2009-01-02 20:54
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.
Re: [Gameplay] Logistics
Posted: 2009-01-02 21:16
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

Re: [Gameplay] Logistics
Posted: 2009-01-02 21:45
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
The Dev jorunal: the PR equivalent of the Sun.

Re: [Gameplay] Logistics
Posted: 2009-01-02 21:48
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?
Re: [Gameplay] Logistics
Posted: 2009-01-02 22:15
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.
Re: [Gameplay] Logistics
Posted: 2009-01-02 22:33
by hiberNative
i like the changes. can't wait to feel them out ;P
Re: [Gameplay] Logistics
Posted: 2009-01-02 22:46
by agentscar
Sounds good,for gameplay.This shall adjust the way APC's are used fo sho.

(Like the ruskie stuff!)