[Gameplay] Logistics

Locked
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Gameplay] Logistics

Post by Rhino »

hall0 wrote:Wut?
The amobag in 0.8 can even rearm a HAT.
ye they can, you just need to reload in the correct way. Ie, you only try to reload a H-AT and not any mags etc and not have multiple people reloading off the same ammo bag and espically not have the guy who threw down the ammo bag trying to reload a new ammo bag off it.
Image
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Gameplay] Logistics

Post by marcoelnk »

and do not lie down when you reaload.... that makes the ammobag diappear faster... for whatever reason.
Image
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Gameplay] Logistics

Post by badmojo420 »

I read that the repair depot will not repair/rearm aircraft, but will the repair crates fix aircraft?
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Gameplay] Logistics

Post by waldo_ii »

badmojo420 wrote:I read that the repair depot will not repair/rearm aircraft, but will the repair crates fix aircraft?
I can imagine that the runway/helipads will repair aircraft. The Dev's even said this earlier on, I'm just too damn lazy to quote them.


One concern I have is this: On maps like Korengal Valley, where having a rope and shotgun in the squad is absolutely necessary, are we going to have to find an APC (whom will quickly be riddled by RKGs, IEDs, RPGs, etc.)/Supply crate/Main base to get an engineer kit? Even then, if engineer is a limited kit, there will definitely be squads who have to go without.

1. So, how many engineer kits will there be per team?

2. Will there be a new spawn kit featuring a shotgun/rope?
|TGXV| Waldo_II

Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Gameplay] Logistics

Post by Rhino »

badmojo420 wrote:I read that the repair depot will not repair/rearm aircraft, but will the repair crates fix aircraft?
I think with there current code they will thou it can't really be exploited at all.
Image
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Gameplay] Logistics

Post by M_Striker »

IAJTHOMAS wrote:Bit of a paradox here? Infantry are needed to secure ground, both in real like and in PR. If you dont have enough infantry, flags dont get capped and held, you play PR whack a mole with everyone chasing each other round in tanks.
You know, tank can secure ground ... If it was up to me, I would just make the bunker complexes in Kashan desert open to armor, so that infantry would not be needed. Make it a complete armor/jet/chopper whore map. In Kashan, it's so open, and you have 8 tanks and like .. 4 APC,s that these are your infantry.
DarthDisco
Posts: 155
Joined: 2007-07-25 18:02

Re: [Gameplay] Logistics

Post by DarthDisco »

Rhino, Chuc, DB, thanks to you all for taking the time to explain these changes. I do feel like I at least understand them a little better. I remain unconvinced that Kit Requests should not be available at FOB's, but hey, there's always room for a little disagreement.

See you in 0.85.

DJ
|TG-XV| DiscoJedi


How's my flying? Call 1-800-FLY-JEDI
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Gameplay] Logistics

Post by Rhino »

DarthDisco wrote:Rhino, Chuc, DB, thanks to you all for taking the time to explain these changes. I do feel like I at least understand them a little better. I remain unconvinced that Kit Requests should not be available at FOB's, but hey, there's always room for a little disagreement.

See you in 0.85.

DJ
we are also not 100% sure how it will play out too but hey, if it dont work out we can always fix it later but we are willing to put it to the test :wink:
Image
Uncle Blues
Posts: 224
Joined: 2006-01-09 21:40

Re: [Gameplay] Logistics

Post by Uncle Blues »

IMHO Kashan is getting old and should go to retirement with the release of 0.85. It was fun because it was something new to us. It was huge, it had clouds and very high sky, it had very long range of view, and finally it had A-10, AH-64 and thousands of tanks and APCs. Now I hate it almost as much as al Kufrah Oilfields.
Image

[URL="http://tournament.realitymod.com/"]Image
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Gameplay] Logistics

Post by M_Striker »

Uncle Blues wrote:IMHO Kashan is getting old and should go to retirement with the release of 0.85. It was fun because it was something new to us. It was huge, it had clouds and very high sky, it had very long range of view, and finally it had A-10, AH-64 and thousands of tanks and APCs. Now I hate it almost as much as al Kufrah Oilfields.
And I love it... You know, you're never going to get a map where everyone loves it. Just cause half the community doesn't like it, doesn't mean the other half should be deprived of it.
SqnLdr
Posts: 180
Joined: 2008-08-01 15:40

Re: [Gameplay] Logistics

Post by SqnLdr »

Thanks Devs, a lot's been cleared up for me at least.
Shaping up to be a good release - I know I'll see you on the field.
[T&T] SqnLdr

Tactics & Teamwork | All Maps: 217.146.85.30:16567
Helping to encourage Team-Level public play one round at a time
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: [Gameplay] Logistics

Post by Blakeman »

I am hoping that either someone else gets a shotgun besides the engineer or that there are more engineer kits available than there were spec op kits. I hope this because if the engineer is the only one with a shotgun and there are still breach doors, then it will be very hard to get into caches inside buildings in places like Korrengal.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Gameplay] Logistics

Post by Alex6714 »

Uncle Blues wrote:IMHO Kashan is getting old and should go to retirement with the release of 0.85. It was fun because it was something new to us. It was huge, it had clouds and very high sky, it had very long range of view, and finally it had A-10, AH-64 and thousands of tanks and APCs. Now I hate it almost as much as al Kufrah Oilfields.
I hate sunset city, lets remove that aswell.


I said it before and will say it again, if you don´t like the map, just don´t play it, I can agree it needs tweaking, but its one of the best maps in pr imo.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Gameplay] Logistics

Post by Rudd »

Uncle Blues wrote:IMHO Kashan is getting old and should go to retirement with the release of 0.85. It was fun because it was something new to us. It was huge, it had clouds and very high sky, it had very long range of view, and finally it had A-10, AH-64 and thousands of tanks and APCs. Now I hate it almost as much as al Kufrah Oilfields.
can any1 say EJOD Desert?

hopefully the changes to sky and terrain by the community mappers will be implemented to give a 'new' felling

why do you hate it? Just because its old?

Kashan is like a fine wine with APCs...
Image
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Gameplay] Logistics

Post by [uBp]Irish »

not to be a thread nazi, but this isnt about removal of maps... more about trucks, kits, and apcs.

There's a thread in the suggestion forum by gazz talking about what to do with grenadier/marksman/saw/LAT. Pretty much talks about taking some of those kits and putting them on the spawnable. Would it be possible to maybe implement them, or increase the amount that's requestable, but also put in the FH method of kits that if too many of them are out in the world, you can't spawn in with it?
Image
Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: [Gameplay] Logistics

Post by Scandicci »

I just listened to the interview... I think all these changes are stupendous.

Mix it up! Don't just encourage teamwork, enforce it! Make both smacktards... AND the uber-hardcore players alike find a way to work together! Interdependence!

Let's just pray that it works.
___________________________________________________________________

If it's worth shooting once, shoot it again.
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: [Gameplay] Logistics

Post by Grasli »

Dont remove any of those maps. Its obvious what maps needs removing: Road to Kyongan'Ni and Seven Gates. All other maps should stay in PR for good. ;)
Zi8
Posts: 401
Joined: 2007-12-19 20:43

Re: [Gameplay] Logistics

Post by Zi8 »

wuhuu, like getting limited kits from rally isnt hard enough now.
Image
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: [Gameplay] Logistics

Post by GreedoNeverShot »

Dont remove any of those maps. Its obvious what maps needs removing: Road to Kyongan'Ni and Seven Gates. All other maps should stay in PR for good.
No, don't remove any maps at all. The more maps the better. Plus I like those two
"If you outlaw guns, only Outlaws will have guns."
Locked

Return to “2009”