Logic Truck RTB/Respawn Option
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ryan d ale
- Posts: 1632
- Joined: 2007-02-02 15:04
Logic Truck RTB/Respawn Option
This idea came to me after playing a round on Kozelsk as militia and witnessing the team getting owned at the first flag and leaving basically all of the equipment there. We had two FOBs on the whole map and a few minutes later none after the over running of the first objective.
The idea:-
You see a truck and you don't want to drive it back to main right, especially if you're in a squad.
Interaction menu > re spawn and it appears at base at the main base 1,2 or 3 minutes later.
Saves the players for the battlefield and the supplies for the people who need them.
Analysis:
Beyond saving the players for the battlefield and supplies the people who need them; I haven't thought about what bad elements this could have on gameplay. Could it have bad elements?
The idea:-
You see a truck and you don't want to drive it back to main right, especially if you're in a squad.
Interaction menu > re spawn and it appears at base at the main base 1,2 or 3 minutes later.
Saves the players for the battlefield and the supplies for the people who need them.
Analysis:
Beyond saving the players for the battlefield and supplies the people who need them; I haven't thought about what bad elements this could have on gameplay. Could it have bad elements?
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Logic Truck RTB/Respawn Option
One of the favored tactics of Insurgent Sappers is to find an abandoned BluFor vehicle, be it a Hummvee, Logi truck, or something else, and booby trap said vehicle with a mine or grenade trap. By implementing this option, you remove this tactic from the game for Insurgents. Additionally, this encourages asshats to just grab a logi out of main for one man transport to wherever they feel like going, knowing they can just right click and send it back when they get there. This will disrupt supply lines every single time it happens, and it will happen regularly in public play. In the current system, there are at least consequences for abandoning a logi truck in the field, and on many servers, that action can get the offending player removed from the server.
I appreciate the thought that you put into your idea, but would vote a definite and solid no to this suggestion.
I appreciate the thought that you put into your idea, but would vote a definite and solid no to this suggestion.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Logic Truck RTB/Respawn Option
I wouldn't want to teleport the vehicle back to main, but I agree it is a bit difficult sometimes given teh amount of importance the game puts on FOBs.
the solutions I see are
1) Mappers ensure there are delayed spawn logi truck avaliable, so they aren't lost in the first wave
2) some kind of commander ability to allow a FOB to be built, but no emplacements until supplies arrive? Similar to how it used to be with the 'request' system
the solutions I see are
1) Mappers ensure there are delayed spawn logi truck avaliable, so they aren't lost in the first wave
2) some kind of commander ability to allow a FOB to be built, but no emplacements until supplies arrive? Similar to how it used to be with the 'request' system
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Logic Truck RTB/Respawn Option
Commander can place rally point so no point in placing fobs then? Thats enough for first wave imo.[R-DEV]Rudd wrote: 2) some kind of commander ability to allow a FOB to be built, but no emplacements until supplies arrive? Similar to how it used to be with the 'request' system
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Bufl4x
- Posts: 252
- Joined: 2009-05-05 03:37
Re: Logic Truck RTB/Respawn Option
This feature is already in the game, it's called "blowing up your own truck".
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Logic Truck RTB/Respawn Option
If you have no fobs you should have just quit your squad, drove back to main, asked in chat for 1 guy to join your squad for a sec so you can get SL and do your duty to the team in building 2 new fobs.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Logic Truck RTB/Respawn Option
Make dedicated (offensive, with emplacements)FOB-building/defending squad.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Logic Truck RTB/Respawn Option
Well that's one of the main problems.
The squad spawns, get trans truck and logi, get to their location, build the FOB and then leave the logi. They can't really take it back to the main base, because they would lose one member and this member would have to go back to his squad on foot or by trans.
The squad spawns, get trans truck and logi, get to their location, build the FOB and then leave the logi. They can't really take it back to the main base, because they would lose one member and this member would have to go back to his squad on foot or by trans.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Logic Truck RTB/Respawn Option
i have an alternative idea. what if we allow an FOB to be built in the presence of any armored vehicle. Every vehicle carries a cam net and sand bags at least in the CF.
new FOB parameters:
- the FOB can be built with no crates in the presence of a single crate or any armored vehicle (APC, IFV, Tank etc.)
- spawning is not allowed on the FOB unless a crate is within 100m of the FOB or armored vehicle within 50m
this will also help solve the mortars dilemma. instead of making the mortars disable spawning for a few minutes, they can just destroy the crates with mortars and no spawning will be able till more crates arrive.
new FOB parameters:
- the FOB can be built with no crates in the presence of a single crate or any armored vehicle (APC, IFV, Tank etc.)
- spawning is not allowed on the FOB unless a crate is within 100m of the FOB or armored vehicle within 50m
this will also help solve the mortars dilemma. instead of making the mortars disable spawning for a few minutes, they can just destroy the crates with mortars and no spawning will be able till more crates arrive.
Last edited by Bringerof_D on 2011-12-03 23:35, edited 1 time in total.
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: Logic Truck RTB/Respawn Option
Unrealistic, there is nothing more fun than listening to the convoy soundtrack while driving back to main.
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spiked_rye
- Posts: 118
- Joined: 2011-01-21 12:32
Re: Logic Truck RTB/Respawn Option
Why not just give the APC 1 crate, trans helos 1 or 2 crates, and the Logi 3 crates? Then change the FOB deployment to:Bringerof_D wrote:i have an alternative idea. what if we allow an FOB to be built in the presence of any armored vehicle. Every vehicle carries a cam net and sand bags at least in the CF.
new FOB parameters:
- the FOB can be built with no crates in the presence of a single crate or any armored vehicle (APC, IFV, Tank etc.)
- spawning is not allowed on the FOB unless a crate is within 100m of the FOB or armored vehicle within 50m
1 crate for FOB
2 crates for foxholes & barb wire
3 crates for HMG & TOW
5 crates for mortar pits
Shouldn't alter how mortars are used much anyway, they chew through ammo, just means they'll take longer to get operational, and will need a dedicated logi driver. Also means APC can deploy a purely spawning FOB for MECH INF to regroup at.
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ryan d ale
- Posts: 1632
- Joined: 2007-02-02 15:04
Re: Logic Truck RTB/Respawn Option
Thank you for this.Stoickk wrote: Additionally, this encourages asshats to just grab a logi out of main for one man transport to wherever they feel like going, knowing they can just right click and send it back when they get there. This will disrupt supply lines every single time it happens, and it will happen regularly in public play. In the current system, there are at least consequences for abandoning a logi truck in the field, and on many servers, that action can get the offending player removed from the server.
This was something along the lines of what I wanted to be able to consider when it comes to gameplay.
It's good that people are trying to develop ideas to counter the problem but I think this will be a tough nut to crack.
Project Reality's Unofficial Self-Appointed Anti vehicle mufti
Over 8 years and still not banned
Obligatory Epic Forum Quote (QFT + LOL)
saXoni: "According to ********'s title their server is for skilled people only, so this doesn't make any sense. Are you sure you were playing on ********?"
Indy Media
Over 8 years and still not banned
Obligatory Epic Forum Quote (QFT + LOL)
saXoni: "According to ********'s title their server is for skilled people only, so this doesn't make any sense. Are you sure you were playing on ********?"
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Logic Truck RTB/Respawn Option
I think it would be better if the commander could approve a no-supplies FOB since he can do that on his commander screen, rather than have to travel over for the rally.MaSSive wrote:Commander can place rally point so no point in placing fobs then? Thats enough for first wave imo.
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Navo
- Posts: 1389
- Joined: 2011-05-22 14:34
Re: Logic Truck RTB/Respawn Option
The thing is that it would be quite easy to build 'ninja fobs' with this method. I think the current system is fine.[R-DEV]Rudd wrote:I think it would be better if the commander could approve a no-supplies FOB since he can do that on his commander screen, rather than have to travel over for the rally.
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Logic Truck RTB/Respawn Option
Not necessarily. It still requires from commander to have SL kit and to have at least two squads ( not full but two squad leaders in his vicinity ). Also it can be restricted to be only available in first 15 minutes of round, and then it rearms slowly on every 20? But that means only commander can build it from his HUD not SL by request to CO.Navo wrote:The thing is that it would be quite easy to build 'ninja fobs' with this method. I think the current system is fine.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Logic Truck RTB/Respawn Option
My idea is modeled after also dealing with the issue of FOBs being too fragile. Though your idea works to address the logi truck problem, it makes the FOB harder to maintain and still leaves it just as fragile as before. It is also unrealistic for an APC to carry that amount of supplies. armored vehicles cannot carry that much equipment. that is why we travel with multiple echelons IRL. the fighting force, immediate supplies and support, secondary supplies and support, and the reserve troops.spiked_rye wrote:Why not just give the APC 1 crate, trans helos 1 or 2 crates, and the Logi 3 crates? Then change the FOB deployment to:
1 crate for FOB
2 crates for foxholes & barb wire
3 crates for HMG & TOW
5 crates for mortar pits
Shouldn't alter how mortars are used much anyway, they chew through ammo, just means they'll take longer to get operational, and will need a dedicated logi driver. Also means APC can deploy a purely spawning FOB for MECH INF to regroup at.
i've also started my own thread here so as not to hijack this one: https://www.realitymod.com/forum/f18-pr-bf2-suggestions/105310-fob-presence-armored-vehicle.html
@op: please check out my suggestion, i've attempted to address the issue you've noted in this thread in mine as well.
Last edited by Bringerof_D on 2011-12-05 01:02, edited 1 time in total.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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spiked_rye
- Posts: 118
- Joined: 2011-01-21 12:32
Re: Logic Truck RTB/Respawn Option
Well, you do raise a good argument, and I look forward to the discussion in the new thread.Bringerof_D wrote:My idea is modeled after also dealing with the issue of FOBs being too fragile. It is also unrealistic for an APC to carry that amount of supplies. armored vehicles cannot carry that much equipment. that is why we travel with multiple echelons IRL. the fighting force, immediate supplies and support, secondary supplies and support, and the reserve troops.
However, you say that an APC carrying a crate would be unrealistic (which is true, a crate in game is a big box), but you have pointed out that an APC carries cammo net, sandbags, and the inf section (I assume) carry a radio like the one in the FOB. I also assume that the infantry also leave extra ammo and cooking gear etc in the APC when they are dismounted. Also in game you can get kits from friendly APC. All this considered I don't see how having the APC deploy a crate is that unrealistic. With the tweak in the amount of crates needed for assets an APC would only be able to deploy a FOB, and a large helo only a FOB and foxholes. You would still need the supply line for any serious defences.
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: Logic Truck RTB/Respawn Option
^ there are lots of situations IRL where APCs have transported ammo etc, e.g. Al Amarah (read Sniper One by Dan Mills), soft skin vehicles were banned from use due to the heavy fighting in that area, so Warrior convoys would resupply the base every so often.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Logic Truck RTB/Respawn Option
Use rally point spawning system, if no enemies are within 100m, you have the option to "recycle" your truck. That way people cant use it to save a truck if you come under attack. Perhaps also add a check for say, about a minute, for damage. If you took damage within a minute, you cant respawn the truck.

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Bringerof_D
- Posts: 2142
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Re: Logic Truck RTB/Respawn Option
they can carry supplies, and they can carry troops, but not both at the same time correct?[R-DEV]Rudd wrote:^ there are lots of situations IRL where APCs have transported ammo etc, e.g. Al Amarah (read Sniper One by Dan Mills), soft skin vehicles were banned from use due to the heavy fighting in that area, so Warrior convoys would resupply the base every so often.
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