[Gameplay] Logistics

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Copper.8
Posts: 58
Joined: 2008-11-22 05:01

Re: [Gameplay] Logistics

Post by Copper.8 »

A good point was raised on the TG forums, if the ammo is faction specific, does that mean that you can pick up an enemy weapon and be resupplied from your own crates?

If possible, the ammo crates should be caliber specific, not faction. And things like bandages should be resupplyable from all ammo crates.
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daranz
Posts: 1622
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Re: [Gameplay] Logistics

Post by daranz »

Copper.8 wrote:A good point was raised on the TG forums, if the ammo is faction specific, does that mean that you can pick up an enemy weapon and be resupplied from your own crates?

If possible, the ammo crates should be caliber specific, not faction. And things like bandages should be resupplyable from all ammo crates.
They are faction specific. This question has been asked (and answered) several times, in this very thread. Read it.
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00SoldierofFortune00
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Re: [Gameplay] Logistics

Post by 00SoldierofFortune00 »

The only places to request kits will be the new Supply Crates (faction specific), the APCs and the Vehicle Depots. You will be able to request all types of kits (except crewman and pilot) from these places.[/Quote]

Not sure if I like the sound of that. Wasn't it done before? And if I recall, it wasn't beneficial to the squad either. Might as well let them get it off of RPs with the kit request system being balanced and all.
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Psyko
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Re: [Gameplay] Logistics

Post by Psyko »

00SoldierofFortune00 wrote:The only places to request kits will be the new Supply Crates (faction specific), the APCs and the Vehicle Depots. You will be able to request all types of kits (except crewman and pilot) from these places.
Not sure if I like the sound of that. Wasn't it done before? And if I recall, it wasn't beneficial to the squad either. Might as well let them get it off of RPs with the kit request system being balanced and all.[/QUOTE]

the squads currently spend too much time arsing around and not being serious. having them focus due to nessesity will channel their mentality into being far more reliable, disiplined and cautous.
00SoldierofFortune00
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Re: [Gameplay] Logistics

Post by 00SoldierofFortune00 »

Psykogundam wrote:the squads currently spend too much time arsing around and not being serious. having them focus due to nessesity will channel their mentality into being far more reliable, disiplined and cautous.
How is forcing them to run all the way to a supply crate to get a weapon forcing them to work as a team lol? Especially when their chances of dying with that weapon within 5 minutes is around 50/50. My squads are always serious and they never fool around, but how is forcing a squad to run to a supply depot going to encourage teamwork? It will only encourage them to not grab Automatic Rifleman or LAT very often and those have become necessities for a squad. Take into account that you can't even always get one of those kits do to squad limitations, so now walking to a suply crate to request one could be all for nothing.

If this is true, then the game will return to 90% rifleman again. I could understand it for HAT, Spec Ops, and Snipers, but I hope this isn/t true for all the kits.
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Psyko
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Re: [Gameplay] Logistics

Post by Psyko »

imo they should be ready with the right weapon from the git go. not running over and back get light ATs and MGs and Grenadier kits and stuff. With this new way you assign yourself a short battleplan, you grea up, and you move with the intention of staying alive. in the long run it will improve gameplay by at least half.
daranz
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Re: [Gameplay] Logistics

Post by daranz »

Psykogundam wrote:imo they should be ready with the right weapon from the git go. not running over and back get light ATs and MGs and Grenadier kits and stuff. With this new way you assign yourself a short battleplan, you grea up, and you move with the intention of staying alive. in the long run it will improve gameplay by at least half.
I think everyone has the intention of staying alive. That's one of the assumptions I see thrown around here a lot: you give someone an expensive toy and somehow they are going to make an effort not to die when they get shot in the face. I play with a spawn kit for the majority of the time, and I certainly don't like dying, whatever kit I have. As far as I'm concerned, limited kits mean that I only have 30 seconds to revive the poor dude when he inevitably goes down, which actually makes ME risk more. That's one of the problems with the new kit request limits. People will inevitably die, and when they do, they won't have the expensive toys that they lost on first death.

On the other hand, there is one big advantage to the new system: logistics mean something. A squad cut off from supplies won't have heavy weapons. So, for example, if you're besieging River Fort on Seven Gates, or Government Office on Qwai, and you don't let any resupplies in, the people you keep killing will eventually run out of fancy stuff to fight back with. This makes logistics very important, and makes them an important strategic factor in PR battles.
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SuperTimo
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Re: [Gameplay] Logistics

Post by SuperTimo »

all sqds should be able to get a grenadier, and autorifleman at all times.
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[FIN]-=Johnny=-
Posts: 37
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Re: [Gameplay] Logistics

Post by [FIN]-=Johnny=- »

Awesome.
I have been wondering longtime where is this Logistic side of mod, and now we gonna have it.
Now ppl might see, what is the big picture of warfare.
Tank's are not gonna move in battlefield without fuel, that brings me idea of "could mod team add fuel meter on the vehicles" :-P , oh well that might be impossible.
space
Posts: 2337
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Re: [Gameplay] Logistics

Post by space »

Jonny wrote:M136 AT4
I was refering to the Javelin, which costs around £30 000 each - but as I mentioned, that is actually a HAT.

US Army bought 3500 M136 a couple of years ago for $43 000 000, which I calculate as around £6000 unit cost. I suspect the $1500 price you mention, is from when the weapon was first developed in the 60's.
Vege
Posts: 486
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Re: [Gameplay] Logistics

Post by Vege »

'[FIN wrote:-=Johnny=-;888801']Awesome.
I have been wondering longtime where is this Logistic side of mod, and now we gonna have it.
Now ppl might see, what is the big picture of warfare.
Tank's are not gonna move in battlefield without fuel, that brings me idea of "could mod team add fuel meter on the vehicles" :-P , oh well that might be impossible.
It has been stated before that modern vehicles have enough fuel in the battlefield that it's not something to be worry about thus implementing it would be pointless.
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [Gameplay] Logistics

Post by PlaynCool »

About the ressuply, i like the idea but the dev-s should make the LAT, Grenadier, MG, Marksman, only sqwad limitted.
[FIN]-=Johnny=-
Posts: 37
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Re: [Gameplay] Logistics

Post by [FIN]-=Johnny=- »

Vege wrote:It has been stated before that modern vehicles have enough fuel in the battlefield that it's not something to be worry about thus implementing it would be pointless.
i just haveto laugh on that statement, who ever has made that.
and not to be worried? hou hou hou, i t might be the santa who brings the fuel and santas litlle helpers will repair tanks and trucks and other vehicles.

i got my own personal experiens supply section in Finnish Defense Forces and i am now in reserve. just statement for that, i am not writing some BS. in here.
Ragni<RangersPL>
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Re: [Gameplay] Logistics

Post by Ragni<RangersPL> »

'[FIN wrote:-=Johnny=-;888915']i just haveto laugh on that statement, who ever has made that.
and not to be worried? hou hou hou, i t might be the santa who brings the fuel
All the vehicles in PR have enough fuel to operate for a lot longer time then the longest round in PR... and most vehicles are destroyed couple times during the round, so after respawn you've got new vehicles fully loaded with fuel.... so there's no need to refuel them.
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arjan
Posts: 1865
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Re: [Gameplay] Logistics

Post by arjan »

Ragni<RangersPL> wrote:All the vehicles in PR have enough fuel to operate for a lot longer time then the longest round in PR... and most vehicles are destroyed couple times during the round, so after respawn you've got new vehicles fully loaded with fuel.... so there's no need to refuel them.
Saying vehicles IRL have more fuel so no need for ingame, is abit stupid, since alot of stuff is scaled down ingame so it could fit. :roll:
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Gameplay] Logistics

Post by Zoddom »

no more firebase-spawning jeeps???
then it will be just more lame if a sql build a fb middle of the desert :(
Rhino
Retired PR Developer
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Re: [Gameplay] Logistics

Post by Rhino »

arjan wrote:Saying vehicles IRL have more fuel so no need for ingame, is abit stupid, since alot of stuff is scaled down ingame so it could fit. :roll:
not true....

some maps based on r/l locations are to 1:1 scale, like muttrah is, some vehicles like tanks etc may be a little smaller to what they are in r/l but we still try and make them go the same speed more or less that they would go in r/l.
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DeadSmile187
Posts: 172
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Re: [Gameplay] Logistics

Post by DeadSmile187 »

[R-DEV]Rhino wrote:not true....

some maps based on r/l locations are to 1:1 scale, like muttrah is, some vehicles like tanks etc may be a little smaller to what they are in r/l but we still try and make them go the same speed more or less that they would go in r/l.
Sounds good but whats gona happen with the ARMOR in the Future of PR ? will be there Armor or will the Gameplay Focus on Mech Infantry ? Thats what im thinking about PR right now.
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