Page 19 of 31

Re: [Gameplay] Logistics

Posted: 2009-01-03 19:04
by McBumLuv
GreedoNeverShot wrote:No, don't remove any maps at all. The more maps the better. Plus I like those two
Yea, the more the merrier, and those maps are good for smaller games when you've just started seeding your server.

Re: [Gameplay] Logistics

Posted: 2009-01-03 19:17
by Eddiereyes909
Get back on topic gents.

Re: [Gameplay] Logistics

Posted: 2009-01-03 19:49
by Dizakui
I'm gonna miss the lighter vehicles.
But it's not my choice to decide what stays and what goes.
Really like the look of the rest of the update though, might miss the engineer but it means I can use another class without worrying about needing the spanner.

Re: [Gameplay] Logistics

Posted: 2009-01-03 19:57
by McBumLuv
Well, seeing as many people have complained prematurely that all pr gameplay is going to be revolving around purely infantry and light apcs as transports, may I ask how this will affect most maps? For instance, will Kashan remain a mainly asset based map?

Or what about Muttrah (for the MEC)? Will the supply trucks all be replaced by Logistics, and then lighter APCs added? I have to say, if the supply trucks are replaced, I will miss transporting my squad with them. But I do foresee a more organized approached to each game. Squads will be much more interdependent when looking for transport/supplies/logistics. This will probably reduce the number of vehicles left unmanned in the fields, though.

As to larger combined arms maps, there probably won't be much of a change, except in relation with FOBs and repairs, right?

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:01
by McBumLuv
Crapolas, sorry for the double post, but this had been on my mind as well. In the interview DB says there will be only one repair "crates" on the field per team at any time. Will this mean that if one logistics truck deploys it, and a second latter a different truck drops it a mile away, it will disappear? Or will it actually be one per vehicle? As they have an unlimited supply, could we make it at least similar to rallies? IE, when you drop it for a tank, and you go on your way without resetting it, you have to wait a few minutes before deploying it again if it's been destroyed? And on that note, is there a timer for each time you drop them, or should there be?

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:18
by Cptkanito
imo i think it would be one per vehicle, or however many trucks a team can have on the field at the same time. But when the truck is destroyed and respawns, then a repair crate is placed, the one placed by that truck before it was destroyed would disappear. I dont know, so dont even try to prove me wrong because i know i probably am... :-(

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:24
by dbzao
omg, I think my interview is doing more harm than good with the way I talked about the repair crate.

ONE REPAIR CRATE PER TRUCK CAN BE DEPLOYED

If you listen the interview again, I'm talking about a single truck. At the end I say "one per truck". I guess it was confusing, but if you read the first post of this thread it's explained as well, so please read.

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:40
by McBumLuv
'[R-DEV wrote:dbzao;887857']omg, I think my interview is doing more harm than good with the way I talked about the repair crate.

ONE REPAIR CRATE PER TRUCK CAN BE DEPLOYED

If you listen the interview again, I'm talking about a single truck. At the end I say "one per truck". I guess it was confusing, but if you read the first post of this thread it's explained as well, so please read.
Meh, that's right. But DB, your voice is more memorable than those words :p

Will there be any draw backs for having such depots destroyed? And I assume they will be faction specific too, like the other supply crates, correct? Finally, will they work on static weapon emplacements, such as TOW or AAs?

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:43
by LeChuckle
____________
| |__
| | ____
|____________ _ _| |____| *2=
O O

____________
| |__
| | ____
|____________ _ _| |____|
O O

____________
| |__
| | ____
|____________ _ _| |____|
O O

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:45
by LeChuckle
err-- nvm that one, doesnt look like what i wrote in the box

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:50
by McBumLuv
LeChuck wrote:err-- nvm that one, doesnt look like what i wrote in the box
Wait... Wha?

Looks like a messed up logistics truck in textart.

Code: Select all

____________
|           | __
|           | ____
|_______ _ _| |____|
  O       O
That what you want?

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:51
by space
Its only a minor point, but the repair point has a board under it which suggests it requires flat ground. Will it have a "base" for uneven ground or can you only deploy it on flat ground?

Also sorry if Ive missed it, and its been mentioned already, but what is the repair"range" of the repair point?

Re: [Gameplay] Logistics

Posted: 2009-01-03 20:52
by [uBp]Irish
Correct me if i'm wrong, but no where did the dev's say APC's are going to be the only ground vehicle (besides other armor/logistics trucks) on the map?

I think just the ratio of APCs:LIght Vehicles is going to be maybe higher. 2 APC's for every Hummvee or maybe 3:1... just trying to put some words into perspective.

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:02
by McBumLuv
'[uBp wrote:Irish;887886']Correct me if i'm wrong, but no where did the dev's say APC's are going to be the only ground vehicle (besides other armor/logistics trucks) on the map?

I think just the ratio of APCs:LIght Vehicles is going to be maybe higher. 2 APC's for every Hummvee or maybe 3:1... just trying to put some words into perspective.
I was thinking this too, and I'm sure it will be much more apparent on some maps, and less apparent on others.


I've got a new question: How will this affect CnC? I'm sure there will need to be a new vehicle load out for maps like Kashan, aside from all the other changes it will undergo. For instance, logistics can only transport 2 people, including the driver. Will APCs become mmore involved in this as well? I don't want to see CnC become an light vehicle layer, that's for sure.

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:08
by daranz
I'm assuming that CnC will now have to involve trucks and APCs moving together. APCs transporting people, trucks transporting crates. I certainly like it more than the situation right now, which goes something like:

SL: Everybody get in the truck!
SM: But maybe we could ride in the back of that APC, it'd be saf--
SL: NO! WE MUST SET UP FIREBASE! FIREBASE! FIIRREEEBASEGRGGLGEGL *foams at mouth*
APC: Doesn't look like there's anyone who wants a ride. Let's go act like a light tank! Weeee!

The big idea with .85 seems to be forcing squads to cooperate on transportation. Right now, squads prefer taking a crappy truck to an armored vehicle, because a) they get to do it in the their own squad without involving "blue guys" and b) they get to build a FB once they arrive here. Now, to take care of a, you get more APCs and less light trucks, and to take care of b, you get a truck dedicated to transportation of crates, and not people.

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:27
by [uBp]Irish
I'm pretty sure the Logistics trucks are going to be used the same as they are now. You'll have a 6 man squad with 5 people in an APC, and 1 person driving a truck behind to the firefight. Truck drives to a safe place, drops the crates, builds a firebase/bunker, troops leave the truck at the FB for transport later if needed and moves into the area with the APC as support.

Here's a question for the devs. Are there going to be Transport Trucks like the ones currently in game that can transport 8 people? or are those going to get replaced by the Logistics Trucks with the 2 seats? Or is there going to be a combination of both types of trucks?

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:51
by Jaymz
Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3 :)

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:54
by McBumLuv
[R-DEV]Jaymz wrote:Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3 :)
Awesome :)

But Jaymz...

We n33dz more Answ3rs !!11!!one!

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:55
by space
[R-DEV]Jaymz wrote:Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3 :)

I like :D - any chance of more LAT? - after all we will have less mines, and there will be more armour about ( personally I dont think it would be that unrealistic to be able to spawn in with a LAT, as they only have one shot, and arent overly powerful. )

Re: [Gameplay] Logistics

Posted: 2009-01-03 21:55
by [uBp]Irish
[R-DEV]Jaymz wrote:Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3 :)
Good Good.

Jaymz, have the dev's ever considered putting say the LAT and SAW on the spawnable menu area and implementing something along the lines of what FH has where if too many people have the kit, you can't spawn in with it? Might free up some of the clutter with the Weapon Request Menu. However, I'm not sure if you would be able to limit the amount of that type of weapon per squad (ala there might be enough saws out on the team, but can you limit the amount in the squad like it is now).