that obviously depends on the map and the map's layer, of course armour, choppers, jets etc will stay in PR, we have not done that much work on them just to throw them away and only have mech inf, that is not what the first post and db was saying...DeadSmile wrote: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.
[Gameplay] Logistics
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Gameplay] Logistics
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Copper.8
- Posts: 58
- Joined: 2008-11-22 05:01
Re: [Gameplay] Logistics
I immidiately envision a Logistics squad which operates like a cab depot, I like it.
If you don't manage to kill an insurgent, don't go after him, he'll IED you.
If you don't manage to kill an insurgent, don't stay in the same place, he'll molotov you.
If you don't manage to kill an insurgent, don't stay in the same place, he'll molotov you.
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DeadSmile187
- Posts: 172
- Joined: 2007-12-17 16:24
Re: [Gameplay] Logistics
it was just a Question[R-DEV]Rhino wrote:that obviously depends on the map and the map's layer, of course armour, choppers, jets etc will stay in PR, we have not done that much work on them just to throw them away and only have mech inf, that is not what the first post and db was saying...
DeadSmile


"We're surrounded. That simplifies the problem!"
"You don't hurt 'em if you don't hit 'em."
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: [Gameplay] Logistics
So the PR will take steps to improve and encourage both developers and members with coming up with ways to improve air combat?[R-DEV]Rhino wrote:that obviously depends on the map and the map's layer, of course armour, choppers, jets etc will stay in PR, we have not done that much work on them just to throw them away and only have mech inf, that is not what the first post and db was saying...
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RCMoonPie
- Posts: 471
- Joined: 2007-10-02 12:52
Re: [Gameplay] Logistics
I am looking at this APC/LAV situation from the stand-point of being a US Marine.
I play PR....(as does the tournament I play with) the LAV as it was intended and designed.
The LAV (specifically speaking as this is the form of APC on the majority of the maps I play)
is supposed to be an infantry transport. Once Marines off-load....the LAV can take many roles.
It can remain in place as a forward base or rally.
It can patrol on its own or in conjunction with the Marines it just off-loaded.
It also can provide fire support from the outskirts of an objective.
These are just 3 scenarios.
For instance in game on Muttrah, my squad regularly fills an LAV....moves to a flag....we pile out to take the flag while the LAV roams the surrounding streets keeping them clear of approaching enemy infantry or vehicles.
After capture and a short defense....we pile back in and move to the next objective.
I guarantee from now on.....there will be folks pissing and moaning that the LAV should come back to main to pick up other squads.....that they shouldnt be running the streets just "2 manning" a vehicle. All the while they will actually be in direct support of a squad and doing their job.
Also.....no more wrenches on vehicles is just flat out bush-league.
EVERY vehicle (at least in the US anyway) has its own tool-bag.
If the engineer is going to be neutered from this job....there should be a "station" on each vehicle that also serves as a "fix-it" point.
The person at this point or in this seat could make repairs on that specific vehicle by left mouse click, As if they moved to that point on the vehicle to access the tool-bag.
This makes much more sense than the digression back to vanilla flavor of pulling a vehicle up next to a "box". That's basically all that it is, except now....the box just looks prettier.
Also.....the loss of kit request at a rally isn't very well thought out or reasoned either.
Also bush-league.
If I am a SL who has put together my squad according to their usefullness and created a well rounded squad by kit.....once we get into the field.......it is for nothing once a squad member gets killed.
They could spawn on a rally but just as a basic kit.
They would no longer be able to pick up an auto-kit or a grenadier kit unless they made there way to a supply/repair area or a crate.
Which the way the new game is designed....will cause squads to horde the truck assets allowing them to keep their own squads supplied. Even if a crate is dropped for a squad....by the time the truck reaches a new squad....one crate disappears for the next.
I play PR....(as does the tournament I play with) the LAV as it was intended and designed.
The LAV (specifically speaking as this is the form of APC on the majority of the maps I play)
is supposed to be an infantry transport. Once Marines off-load....the LAV can take many roles.
It can remain in place as a forward base or rally.
It can patrol on its own or in conjunction with the Marines it just off-loaded.
It also can provide fire support from the outskirts of an objective.
These are just 3 scenarios.
For instance in game on Muttrah, my squad regularly fills an LAV....moves to a flag....we pile out to take the flag while the LAV roams the surrounding streets keeping them clear of approaching enemy infantry or vehicles.
After capture and a short defense....we pile back in and move to the next objective.
I guarantee from now on.....there will be folks pissing and moaning that the LAV should come back to main to pick up other squads.....that they shouldnt be running the streets just "2 manning" a vehicle. All the while they will actually be in direct support of a squad and doing their job.
Also.....no more wrenches on vehicles is just flat out bush-league.
EVERY vehicle (at least in the US anyway) has its own tool-bag.
If the engineer is going to be neutered from this job....there should be a "station" on each vehicle that also serves as a "fix-it" point.
The person at this point or in this seat could make repairs on that specific vehicle by left mouse click, As if they moved to that point on the vehicle to access the tool-bag.
This makes much more sense than the digression back to vanilla flavor of pulling a vehicle up next to a "box". That's basically all that it is, except now....the box just looks prettier.
Also.....the loss of kit request at a rally isn't very well thought out or reasoned either.
Also bush-league.
If I am a SL who has put together my squad according to their usefullness and created a well rounded squad by kit.....once we get into the field.......it is for nothing once a squad member gets killed.
They could spawn on a rally but just as a basic kit.
They would no longer be able to pick up an auto-kit or a grenadier kit unless they made there way to a supply/repair area or a crate.
Which the way the new game is designed....will cause squads to horde the truck assets allowing them to keep their own squads supplied. Even if a crate is dropped for a squad....by the time the truck reaches a new squad....one crate disappears for the next.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
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Grasli
- Posts: 162
- Joined: 2007-02-13 18:05
Re: [Gameplay] Logistics
So true, so true. It will be a squad at first spawn, but once people are killed the squad will be "split up". Some may spawn on the rally, while some spawn on other places to get a kit again.If I am a SL who has put together my squad according to their usefullness and created a well rounded squad by kit.....once we get into the field.......it is for nothing once a squad member gets killed.
They could spawn on a rally but just as a basic kit.
They would no longer be able to pick up an auto-kit or a grenadier kit unless they made there way to a supply/repair area or a crate.
Which the way the new game is designed....will cause squads to horde the truck assets allowing them to keep their own squads supplied. Even if a crate is dropped for a squad....by the time the truck reaches a new squad....one crate disappears for the next.
This change.. needs to be changed back. We need to be able to request kits at rallypoints. Well IRL we dont have rallypoints, and we dont have "respawn" either. You are dead when you are dead. You get a kit and you have that kit until you die. Then you are DEAD.
Now in PR 0.85 we have the kits at first spawn, then respawn and may be stuck using standard kits cause we dont bother spawning all the way back in main or other places. We may have a Supply Box around the rallypoint, or maybe NOT. My opinion is to change it back to how it was, ie. being able to request kits at rallypoints.
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GreedoNeverShot
- Posts: 213
- Joined: 2008-06-16 20:48
Re: [Gameplay] Logistics
What exactly does the engineer do now? On most maps he doesn't need to open doors, on most maps he doesn't have a grappling hook, he has no explosives, and he can't repair vehicles. Sounds useless to me.
"If you outlaw guns, only Outlaws will have guns."
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Re: [Gameplay] Logistics
Yep, I agree. Automatic Rifleman and Grenadier are basic weapons that make up the basis of a real fireteam, so why should they have to go find a place to get one when really they would have it from the get go???? If anything, Automatic Rifleman should take the place of the engineer spot and Grenadier could use a spot since they are actually prevalent on the battlefield, but I am fine with keeping it as requestable as long as it can be requested from a rally to prevent spammers.RCMoonPie wrote:If I am a SL who has put together my squad according to their usefullness and created a well rounded squad by kit.....once we get into the field.......it is for nothing once a squad member gets killed.
They could spawn on a rally but just as a basic kit.
They would no longer be able to pick up an auto-kit or a grenadier kit unless they made there way to a supply/repair area or a crate.
Which the way the new game is designed....will cause squads to horde the truck assets allowing them to keep their own squads supplied. Even if a crate is dropped for a squad....by the time the truck reaches a new squad....one crate disappears for the next.
I see the reasoning for HAT, Spec Ops, Anti-Air, Sniper, and even Designated Marksman having to be requested from a Supply Crate or main, but Automatic Rifleman, Grenadier, and even LAT are with the squad or platoon when they leave their base, not gotten from a magical supply crate on the battlefield. If they die, might as well let them request those 3 kits immediately after dying so that it actually simulates a continuity on the battlefield. What I mean is that everyone in the game is going to die at some point, and if you really want to simulate real life, why not let them take those 3 same basic kits from the get go or off the kit screen? Since going into combat with a rifleman kit and magically picking up a SAW or Grenadier is less realistic than letting them doing it from the start and you could just limit them to 1 per squad to keep spamming down.
Sometimes I don't understand the DEVs reasoning for doing things because it is often contradictary to already good implimentations.
You guys created the bullet system to mess up someone's vision and all along with suppressive fire, but now if I get this correctly, you want the Automatic Rifleman to have to go back to get his weapon, basically taking him off the battlefield and making suppressive fire less common? How many times do you even see the automatic rifleman kit being used effectively now off of rally points?
Even in a good squad, they don't last long and now you want them to use it less by walking back and requesting it first?
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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Aquiller
- Posts: 884
- Joined: 2008-03-25 09:43
Re: [Gameplay] Logistics
At the moment engineer can repair vehicles.and he can't repair vehicles.
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Bulldogwsm
- Posts: 20
- Joined: 2007-11-22 19:33
Re: [Gameplay] Logistics
I think he ment in the new patch we wont be able to repair a vehicle.
Will he be able to repair bridges?
Will he be able to repair bridges?

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Fishbone
- Posts: 78
- Joined: 2008-05-08 18:27
Re: [Gameplay] Logistics
Very interesting changes and I look forward to the impacts they have on gameplay. One worry I have though is the possible spamming of supply boxes. In 0.8 you would destroy any clusters of boxes as the enemy could build on them and re-arm. This is no longer the case so there is less incentive to destroy them. And even then small arms fire cannot destroy crates. From the screenshot I do not get the idea that you determine visually to which faction a crate belongs so it might be time-consuming to determine wether a crate is friendly or not (check by trying to get a kit?).
For example, I could create a Logistics squad on Fools Road and do a few runs to Train Depot and drop a whole load of crates around the flag. Just seeing all those boxes would reduce immersion and defenders would have an easy time reloading as the boxes are difficult to destroy by infantry.
On Kashan I would drop a few boxes in the bunkers making HAT/grenadier reloads very easy and those kits would be free to spam explosives without worrying about ammo (especially with more ammo in the crates).
On Muttrah there are 3 transport choppers. Once the US arrive on the city flags the choppers have usually little to do. So why not spam boxes all over the docks area as the enemy wont be able to use them anyway? Wouldn't that become a little idotic?
For example, I could create a Logistics squad on Fools Road and do a few runs to Train Depot and drop a whole load of crates around the flag. Just seeing all those boxes would reduce immersion and defenders would have an easy time reloading as the boxes are difficult to destroy by infantry.
On Kashan I would drop a few boxes in the bunkers making HAT/grenadier reloads very easy and those kits would be free to spam explosives without worrying about ammo (especially with more ammo in the crates).
On Muttrah there are 3 transport choppers. Once the US arrive on the city flags the choppers have usually little to do. So why not spam boxes all over the docks area as the enemy wont be able to use them anyway? Wouldn't that become a little idotic?
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WilsonPL
- Posts: 510
- Joined: 2008-03-27 17:32
Re: [Gameplay] Logistics
I do not get the idea that you determine visually to which faction a crate belongs so it might be time-consuming to determine wether a crate is friendly or not (check by trying to get a kit?).


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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: [Gameplay] Logistics
https://www.realitymod.com/forum/f18-pr ... -menu.html00SoldierofFortune00 wrote:Yep, I agree. Automatic Rifleman and Grenadier are basic weapons that make up the basis of a real fireteam..........
....large text....
.....Even in a good squad, they don't last long and now you want them to use it less by walking back and requesting it first?
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Blakeman
- Posts: 450
- Joined: 2007-11-21 20:49
Re: [Gameplay] Logistics
Pre positioning supplies idiotic? Yeah if they put them in idiotic places maybe, but placing supplies where the team can use them is..... logisitics.Fishbone wrote:On Muttrah there are 3 transport choppers. Once the US arrive on the city flags the choppers have usually little to do. So why not spam boxes all over the docks area as the enemy wont be able to use them anyway? Wouldn't that become a little idotic?
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scandhi
- Posts: 293
- Joined: 2006-02-02 20:53
Re: [Gameplay] Logistics
regarding Kit request: so we dont get kit requests of RP now.
What are we going to do?

we need a fallback point to regroup at
Get a lift by an APC. Disembark. Ask for a crate. Set rally or a FB. Kit up from PAC or crate and go..
Doesn't seem that hard, does it?
What are we going to do?
we need a fallback point to regroup at
Get a lift by an APC. Disembark. Ask for a crate. Set rally or a FB. Kit up from PAC or crate and go..
Doesn't seem that hard, does it?
Super mario brothers: Nothing beats reality like killing turtles while high on shrooms and flying with a cape
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Gameplay] Logistics
I'm glad kit requesting is becoming more limited. It was stupid to see lemmings pooring out of a rallypoint fully armed with LATs, LMGs, and 203s. How does a couple backpacks contain enough supplies to keep a squad supplied for the whole round? Not to mention the squad leader and 2 members carry around these backpacks, so they can't contain that much equipment. This new system will force us to organize as a team where we setup our forward bases, and then protect that base, as it will be the main resupply point. Right now squads run off to the enemy flag, setup a rallypoint and basically ignore the rest of the team. Theres great teamwork to be had in PR(Pub games) right now, but it's almost always inner squad teamwork. You never see the whole team working together for any common goals, apart from overall victory.
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Spaz
- Posts: 3957
- Joined: 2006-06-01 15:57
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SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
Re: [Gameplay] Logistics
Its not the same sqd you have there.badmojo420 wrote: How does a couple backpacks contain enough supplies to keep a squad supplied for the whole round? Not to mention the squad leader and 2 members carry around these backpacks,
the rally points represent reinforcements. these reinforcements would have the correct equipment. i.e. LATs etc



