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Re: [Gameplay] Logistics

Posted: 2009-01-07 07:57
by badmojo420
jeeao wrote:You find it more realistic to drive to a run-down tank and drop a crate from an unlimited supply and have it repair the tank within a vicinity?
Visually, no. But, use your imagination and think of the "crate" that the supply truck drops as a vehicle repair crew and their gear. The idea of dropping off a team who will repair the vehicle, is more realistic then the idea of one man hopping out of the 50cal and fixing holes left by 120mm shells, with only a spanner.

Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.

Re: [Gameplay] Logistics

Posted: 2009-01-07 09:05
by Skodz
Yeah, maybe having 1 ingeneer repairing your armor is not very realistic but in my opinion THIS is the best you can have with bf2 engine limitation and its much better than dropping a repair crate...

You've got to imagine much more stuff with your repair crate then with an ingeneer...

Still love PR*

Btw, will we still be able to request kit from FOB ?

Maybe I look like I'm complaining a lot about this but its only the Logistic changes thats worries me, others 0.85 changes looks very nice such as maps, russian forces, new .50 cal, deviation changes, etc.

Re: [Gameplay] Logistics

Posted: 2009-01-07 10:53
by badmojo420
The realism is in the fact that the repair team can't ride around in the vehicle it's going to fix. 1 person can't realistically fix a MBT by them-self. Imagining 1 person repairing the tank is far fetched. When i see the engineer now, i imagine a team repairing, not one guy wrenching away at a bolt on the tank. That's only what we use to represent a team doing real repairs. Now, instead of having to wrap my brain around fitting that engineer team into a tank along with the tanks own crew, i can imagine the supply truck with mechanics and supplies being dropped off at the tank. It's not the fact that a welding torch and stuff was dropped, so that looks much more realistic, it's the actions that brought that repair to happen.

Re: [Gameplay] Logistics

Posted: 2009-01-07 11:07
by Rudd
Best thing would be if the wrench had limited ammo and could only reload it at the repair box, but thats beyond the bf2 engine

Re: [Gameplay] Logistics

Posted: 2009-01-07 13:27
by Rhino
Dr2B Rudd wrote:Best thing would be if the wrench had limited ammo and could only reload it at the repair box, but thats beyond the bf2 engine
not possible or we would have done something like that a long time ago thou this new method IMO is better any ways.

Re: [Gameplay] Logistics

Posted: 2009-01-07 14:48
by [uBp]Irish
badmojo420 wrote: Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.
Wrong.

Repair crates are on an unlimited Ammo Counter. Drop one, it lasts 5 mins. If you already have one out, you move up, drop another and the previous one disappears.

Source:
[R-DEV]Jaymz wrote:Rhino, that's wrong.

The repair crate doesn't run out. Each truck can deploy one at a time with a 30 second reload timer.

Re: [Gameplay] Logistics

Posted: 2009-01-08 00:23
by viper759
badmojo420 wrote:The realism is in the fact that the repair team can't ride around in the vehicle it's going to fix. 1 person can't realistically fix a MBT by them-self. Imagining 1 person repairing the tank is far fetched. When i see the engineer now, i imagine a team repairing, not one guy wrenching away at a bolt on the tank. That's only what we use to represent a team doing real repairs. Now, instead of having to wrap my brain around fitting that engineer team into a tank along with the tanks own crew, i can imagine the supply truck with mechanics and supplies being dropped off at the tank. It's not the fact that a welding torch and stuff was dropped, so that looks much more realistic, it's the actions that brought that repair to happen.
we'll see how it goes, but from what ive seen there is a much more realistic chance a sniper will be out driving your repair vehicle. or it will be almost exactly the same thing as now, one guy following the tanks in a repair vehicle waiting for them to need repairs.

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:21
by badmojo420
'[uBp wrote:Irish;892259']Wrong.

Repair crates are on an unlimited Ammo Counter. Drop one, it lasts 5 mins. If you already have one out, you move up, drop another and the previous one disappears.
WTF?

Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.
What am i wrong about?

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:29
by badmojo420
viper759 wrote:we'll see how it goes, but from what ive seen there is a much more realistic chance a sniper will be out driving your repair vehicle. or it will be almost exactly the same thing as now, one guy following the tanks in a repair vehicle waiting for them to need repairs.
Just like how snipers currently use jeeps as a taxi? Or how about the APCs, i can see people 1 manning them to their destination, jumping out and requesting a kit, and running off leaving the apc abandoned. Theres a million ways players can disrupt proper game play. Look at it this way, when someone tries to 1 man a Tank, people notice, and complain or take action to kick that player. When someone 1 mans a supply truck, nobody really notices because that supply truck isn't the backbone of the team. But in .85, it will be, so i believe the players will do the same as they do for tanks now. Maybe it's just wishful thinking.

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:30
by McBumLuv
badmojo420 wrote:WTF?




What am i wrong about?
You are not wrong when you say there is no unlimited supply of repair crates, but Irish simply misunderstood you saying the repair crates have no unlimited supply or something like that. Not to difficult to make, now, is it? ;)

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:32
by badmojo420
I guess he only read my first sentence before responding.

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:33
by [uBp]Irish
McLuv wrote:You are not wrong when you say there is no unlimited supply of repair crates, but Irish simply misunderstood you saying the repair crates have no unlimited supply or something like that. Not to difficult to make, now, is it? ;)
Now i'm confused.

The way i read his post, Mojo was saying that each vehicle only has 1 crate.. if that's not what he was saying, than my fault.

I just know a truck can drop a repair crate over and over again, but the previous repair crate disappears. that's how it sounded from Jaymz/Dbzao

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:34
by [uBp]Irish
badmojo420 wrote:I guess he only read my first sentence before responding.
and no.. i didnt read just your first sentence. I just read it wrong.

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:45
by badmojo420
Sorry for the confusion, We're saying the same thing. I was just stressing that there is no "Unlimited supply" There is unlimited ammo, but saying unlimited supply gives the idea that you can have more then one on the ground in the game.

Re: [Gameplay] Logistics

Posted: 2009-01-08 01:52
by [uBp]Irish
badmojo420 wrote:Sorry for the confusion, We're saying the same thing. I was just stressing that there is no "Unlimited supply" There is unlimited ammo, but saying unlimited supply gives the idea that you can have more then one on the ground in the game.
yea that's where i got snagged up. my bad broski.

Re: [Gameplay] Logistics

Posted: 2009-01-08 02:28
by Dude388
badmojo420 wrote:Just like how snipers currently use jeeps as a taxi? Or how about the APCs, i can see people 1 manning them to their destination, jumping out and requesting a kit, and running off leaving the apc abandoned.
This little bit has me worried that this little LOGISTICs idea may backfire a bit. Hopefully the DEVs saw this coming and figured out a solution to it.

Re: [Gameplay] Logistics

Posted: 2009-01-08 07:03
by Teek
Dude388 wrote:This little bit has me worried that this little LOGISTICs idea may backfire a bit. Hopefully the DEVs saw this coming and figured out a solution to it.
Don't you worry about _Blank_, let me worry about _blank_ :wink:

ok, futurama quote, but it applys none the less. (you know, let the devs worry about this and not the people who have not even seen the gameplay)

Re: [Gameplay] Logistics

Posted: 2009-01-08 15:54
by drs79
have the logistics team looked into the traction problem that the british tanks encounter at qinling? I hope those suppply trucks have a built in bungie suspension that can be wrapped around a set of trees and can then stop the tank from slipping.

Re: [Gameplay] Logistics

Posted: 2009-01-08 22:19
by Cobhris
'[R-DEV wrote:dbzao;885626']
Repair "Crates"

Deployed by the logistics trucks (default X), can repair vehicles in close proximity. Only one allowed per truck but with unlimited "supply", so you can move up, deploy a new one, and the old one will disappear. No need to rearm them like the supply crates. For 0.85, the wrench will only be used for mine disposal.

CREDITS:
Model: [R-DEV]Rhino
Texture: [R-DEV]Pride
Export: [R-DEV]Rhino
Coding: [R-DEV]Jaymz, [R-DEV]dbzao & [R-DEV]Rhino

Image
So basically, if an Abrams gets disabled in the middle of the desert, you just drive up to it with one of the logistic trucks, drop one of those crates, and wait for it to fix?

Can't wait for .85!