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Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-02 10:23
by Psyko
I like the idea. I'm wondering if the commander will just make super mortar positions with his 6 crates though.
I dont personally think the commander should be stuck in his tent, the tent only simulates having a UAV where is a commander can go wherever the hell he likes on the battlefield once he's doing a good job, (or rather has the capacity to do a good job away from tent) then the team shouldn't criticize.

That tractor looks a bit slow, and one of the benefits to having a logi truck is that its as fast as any tank, not as fast as an APC. but in reality do those tractors need a convoy or escort? i dont know.

If it was a tractor i would expect it to do tractor jobs, perhaps repairing wrecks, clearing mines, and being generally impervious to small arms and small explosives.


Another alternative is to allow more infantry to ride in the back of the truck but that negates their use and doesn't suit game play.

And yet again, another alternative is that Crates will make an FOB, but so will the truck's presence. so when you park up you can use the lorry as a crate and deploy the FOB after-which the lorry gets consumed, but this contradicts the logistic crate's job.

Do you think that not only commanders but officers and/or engineers should be able to drive such a vehicle, or do you think it best it would remain a commander specific vehicle?

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-02 13:01
by General Dragosh
Psykogundam wrote: Do you think that not only commanders but officers and/or engineers should be able to drive such a vehicle, or do you think it best it would remain a commander specific vehicle?
I think it might be best if its a com only thing, if it turns out well it could be open for SL's and engie's.
There should be no seats for anyone else besides the driver and just maybe a codriver(because its packed with supply's) with a very small gun with a limited cone of fire for self defence,

It should be 40% slower than a truck(so much boxes it haz, full of bacon), a lot of HP but a high chance of being disabled(broken track) and one of the following:

1. Smallarms proof but no self defence gun
or
2. Not Smallarms proof but has a self defence gun

It should not have a repair station otherwise it would be too OP, thats what Logi's are for.

No other ideas ATM maybe ill think up of more later

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-02 14:45
by jerkzilla
Turning the Logi truck into a proper combat engineering vehicle doesn't sound like such a bad idea. It's role would be much better defined, it would require crewman kits so it's not just a truck everyone can drive. It'd become clear that dedicated logistics squads would be the best way support the team, rather than having every squad take one for themselves. Even new players could tell what this thing is supposed to do. Most of these, as I understand, are designed based on existing tank chassis, so it wouldn't be completely unbelievable for them to keep up with tanks.

The only fuzzy bit is that it will also take over the resupplying role which may not be very realistic, but I personally find that an acceptable compromise.

Mellanbror wrote:From the apc, he should be able to acess UAV etc. If a zone is to hot for him to peek at himself, he can fall back and deploy UAV instead. CO-APC should, when stationary, be able to deploy a fob on steriods. A big foxhole that the apc can park in. Shielding it from random attacks. A HAT will take out foxhole but not the apc. CO can then RTB sort of safe, unless its a good coordinated assault.
Should that occur, well then, thats the game. CO can still function from mainbase as usuall.
CO-apc respawn in 30 minutes more.
I love that.

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-03 04:06
by havoc1482
This combat engineering vehicle ideas sounds better and better imo.

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-04 21:55
by Mikemonster
What happened to this Thread? Is it gone/disallowed?

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-04 23:17
by Trooper909
Didn't read the whole thread so apologize if this has been said before.Agree logistics can be a pain in the ars sometimes but the commander shouldn't be a delivery boy either.

How about a logistics kit of sorts that allows access to a unique logi vehicle that has double cargo inside I.E 4 crates 2 CSB's etc and be limited to 1 or 2 per team maybe even give it a few unique traits like laying mines or something.

Instead of modeling a whole new vehicle right now couldn't an old apc model be used as a place holder?gun disabled of course.And maybe a wrench marking to indicate what it is.

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-05 08:20
by Ca6e
I think its not about assets, if u have logi, huey/cow/chinook/... u can place FOB to limited number! Logi have 2 crates and u can build 2 fobs!
Its better u have Loggistic SQ with 2 solders who supplie the entire team. Commander is here to command, sometimes to help team by placing team realy points and thats his role!
I dont know, maybe if we put 2 crates in helicopters will be musch easier, couse helis could drop one SQ and crate and in one run can also bring supplies to another SQ.

Re: Refreshing the FOB System/Commander AVRE.

Posted: 2011-09-06 13:42
by Arnoldio
Logi squad with 2 people, its not so bad on 64, it only detractcs 2 from the battle field, and they are doing a good job. Though from their own point of view, they have 2 trucks, no heavy weaponry both solo so if they come into contact they can forget about it. Now you could use 4 people, so 2 per truck, for additional defense if shit hits the fan. But that becomes a hit on the team, those 2 additional guys could be on the frontline.

On 128, that is not so problematic, you can even get some humvee escort totaling in also 4 people and that isnt such an impact, plus its useful.