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SL Vehicle Deployment
Posted: 2008-01-02 01:07
by Soulja
I think because of this new system with no spawns in the front squadleaders should be allowed to deploy a HMMWV, Vodnik, Technical, etc at a main base like the commander can with the support truck. In 0.7 I keep getting into situations where my squad didn't manage to get a rally up and so the only place to spawn is at main and there's no vehicles left. I think this would help keep squads on the frontlines and not at base waiting on vehicles. Discuss away.
Posted: 2008-01-02 02:12
by [T]Terranova7
I was thinking of something similar. But rather than just being restricted to requesting vehicles at the main base, you substitute the automatic spawns for the jeeps that the bunkers and command posts are associated with, and instead allow the SLs and Commanders to request light vehicles from them. This would make the bunkers even more useful in the fact that they can provide mobile protection and firepower at the player's request, and it places the assets more into the player's hands.
I would basically like to see a system where squads can request either Light Jeeps (Land Rovers, FAVs, DPVs), Heavy Jeeps (Humvees, Saxons, Vodniks, Nanjings) and Support/Supply Trucks from the Command Posts. There could be global and squad limits as to how many can be requested at once, and a possibility of having the commander having to approve the vehicle request.
Posted: 2008-01-02 02:32
by BloodBane611
I like that idea terranova. 0.7 definitely increases the need for light vehicles, even when you do get a spawn up. I'm pretty sure I spent 50% of my time just walking to somewhere of use, not even to get to objectives or doing anything combat related. Just walking takes a lot of the fun out. I would say 1 vehicle per squad, no comm approval. Also this system would reward players for building bunkers and fortifying CPs, as opposed to leaving them open as they most often do now.
Posted: 2008-01-02 02:44
by [T]Terranova7
I wouldn't mind if it was as simple as 1 vehicle per squad, reason I would like to see a more flexible system would be the possibility of creating small squad-sized convoys. I can see a dedicated construction squad needing both a supply truck and a jeep or two for escort. My idea would be a global limit for each vehicle class, and a commander's approval needed to prevent squads from abusing the system. Having such a system also stresses the need for a good, permanent CO.
Posted: 2008-01-02 03:09
by Leo
I think one vehicle per squad would be sufficient, as opposed to the commander approved idea.
What if you have an idle/non-existant/******* commander? The "each squad gets a light vehicle" idea is better. Maybe put it to a 5 minute spawn timer between requests, this makes the protection of your squad's vehicle even more important. Maybe even try to find a way to squad lock the vehicle?
Posted: 2008-01-02 04:18
by Soulja
Leo wrote:I think one vehicle per squad would be sufficient, as opposed to the commander approved idea.
What if you have an idle/non-existant/******* commander? The "each squad gets a light vehicle" idea is better. Maybe put it to a 5 minute spawn timer between requests, this makes the protection of your squad's vehicle even more important. Maybe even try to find a way to squad lock the vehicle?
Yea I don't really like the CO idea either. The squad lock thing would be easy, just make it the same as tanks and stuff, "You have to be in the same squad as <Blank> to ride in this vehicle."
Posted: 2008-01-02 06:13
by Spearhead
IIRC we had some internal discussions on this subject several months ago. I don't recall the conclusions but maybe with the new spawn system we might pick up that idea once more. Will see how things play out in the future after people got used to 0.7
Posted: 2008-01-02 14:31
by Soulja
I think yall should try to get this in the patch because atm I'm not really having that much fun overall in 0.7 because over half the game now is trying to figure out how to get to the frontlines.
Posted: 2008-01-02 14:58
by Top_Cat_AxJnAt
Soulja wrote:I think yall should try to get this in the patch because atm I'm not really having that much fun overall in 0.7 because over half the game now is trying to figure out how to get to the frontlines.
How to solve this problem:
(1) Build bunkers at flags that will require the most defending, therefore where the next flag will not be captured for a long time. These bunkers are generally closer to the next capturable flag than main bases. They also provide almost all the kits you need to keep up the fight and transport, in the form of jeeps that spawn next to them.
(2)Building firebases on strategic locations close to the next flag you have to capture.
E.g. A hill that is 200-400m away from a capturable enemy flag and also overlooks it. If the fire base is hidden just over the hill, you still get all the advantage of spawning very very close to a great fire position but the enemy have much greater difficulty in identifying that you have place a fire base on the hill.
* See for 2nd advantage.
AND FINALLY:
(3) Placing Rally points regularly, even well before reaching an objective.
When close to the objective and you have a firebase put down, as described above you should place your rally between the firebase and the enemy flag.
E.g. place rally half through journey in truck to objective. So even if the truck does get hit just before reaching your destination you can if you want spawn half way to the objective at not all the way back at the main.
Say your firebase is 300m from the enemy flag, place your rally about 100-150m from the flag. Therefore the rally acts as your primary spawn and places you as close as is possible to your objective. *
Having a firebase close means that even if your rally gets destroyed you can still spawn close to your objective, with no need to travel back from the main.
I try to follow these 3 "rules" and when i manage to forfill them all, I spawn back at the main as much as i did in 0.6!
Posted: 2008-01-02 15:13
by Soulja
Top_Cat_AxJnAt wrote:How to solve this problem:
(1) Build bunkers at flags that will require the most defending, therefore where the next flag will not be captured for a long time. These bunkers are generally closer to the next capturable flag than main bases. They also provide almost all the kits you need to keep up the fight and transport, in the form of jeeps that spawn next to them.
(2)Building firebases on strategic locations close to the next flag you have to capture.
E.g. A hill that is 200-400m away from a capturable enemy flag and also overlooks it. If the fire base is hidden just over the hill, you still get all the advantage of spawning very very close to a great fire position but the enemy have much greater difficulty in identifying that you have place a fire base on the hill.
* See for 2nd advantage.
AND FINALLY:
(3) Placing Rally points regularly, even well before reaching an objective. When close to the objective and you have a firebase put down, as described above you should place your rally between the firebase and the enemy flag.
E.g. place rally half through journey in truck to objective. So even if the truck does get hit just before reaching your destination you can if you want spawn half way to the objective at not all the way back at the main.
Say your firebase is 300m from the enemy flag, place your rally about 100-150m from the flag. Therefore the rally acts as your primary spawn and places you as close as is possible to your objective. * Having a firebase close means that even if your rally gets destroyed you can still spawn close to your objective, with no need to travel back from the main.
I try to follow these 3 "rules" and when i manage to forfill them all, I spawn back at the main as much as i did in 0.6!
Yea.... sounds easier than it actually is. On maps like Kashan placing a rally half way to your objective is a bit dumb don't you think? On a smaller map you're right and I do this but on big maps it's annoying.
Posted: 2008-01-02 15:21
by Top_Cat_AxJnAt
O Kashan almost a total exception.................almost. Do exactly that on Fools Road, Ejod, Quai (bests map yet imo) and you will succeed.
Posted: 2008-01-02 15:32
by Soulja
Top_Cat_AxJnAt wrote:O Kashan almost a total exception.................almost. Do exactly that on Fools Road, Ejod, Quai (bests map yet imo) and you will succeed.
Fools road not so much. It's a pain to walk across that map. Ejod and others yea.
Posted: 2008-01-02 16:40
by AnRK
I think there's plenty of transport on most maps, some could do with a couple of extra jeeps and such but other then that I think it's fine.
The problem seems to me that the way this transport is used is a little too random. It'd be much better I reckon, if a squad leader had to somehow unlock jeeps so people can use them, and then maybe squad lock them so only someone from that squad can drive but others can ride in it.
Obviously that shouldn't be the case for anything other then ground transport, because there never really seems to be too many cases of everyone flying about in transport helicopters, ditching them in the middle of the map, and then joining a firefight, cos you'd only have a pistol...
That might emulate the fact that you have to have some sort of permission before you jump in expensive military hardware too. Well I'd hope so at least, we waste enough tax money on the military without people driving landrovers and such into trees, rivers and off the sides of cliffs.

Posted: 2008-01-02 16:42
by Soulja
AnRK wrote:I think there's plenty of transport on most maps, some could do with a couple of extra jeeps and such but other then that I think it's fine.
The problem seems to me that the way this transport is used is a little too random. It'd be much better I reckon, if a squad leader had to somehow unlock jeeps so people can use them, and then maybe squad lock them so only someone from that squad can drive but others can ride in it.
Obviously that shouldn't be the case for anything other then ground transport, because there never really seems to be too many cases of everyone flying about in transport helicopters, ditching them in the middle of the map, and then joining a firefight, cos you'd only have a pistol...
That might emulate the fact that you have to have some sort of permission before you jump in expensive military hardware too. Well I'd hope so at least, we waste enough tax money on the military without people driving landrovers and such into trees, rivers and off the sides of cliffs.
Well things like HMMWVs are very abundant in reality but they're not abandoned. Might make it where if the vehicle dies it has a shorted respawn so if you abandon it, 10 min cooldown, if it dies, 5 min.
Posted: 2008-01-02 17:03
by Xander[nl]
Either this, or more, faster spawning (light) vehicles at main.
Posted: 2008-01-02 17:05
by Top_Cat_AxJnAt
REPEAT: remember bunkers and firebases spawn jeeps.
Posted: 2008-01-03 20:28
by Soulja
I just think squadleaders should be allotted some kind of guaranteed transport. Maybe make it where you have to have 4 others in the squad to be able to request a vehicle?
Posted: 2008-01-03 20:36
by Longbow*
Absolutely agree, squads need some transport to be independent from commander.
Posted: 2008-01-03 21:20
by Human Shield
No one wants to return vehicles, it would have to be someone from another squad if you don't want to split up your own (and it is hard to tell drivers from another squad where to go). Leaving a humvee by your rally lets you move out but chances are the enemy destroys your rally and then the vehicle is abandoned.
It would be nice if:
Abadoned vehicles decay when away from bunker/firebase/rally point and maybe grey/friendly CPs.
Squad locked humvees (nice if had squad number on the side). Can be requested in the usually places (and by rally points) and when requested it removes the previous vehicle so you only have one at a time.
Give squad leaders a way to decommission light vehicles without wasting slams or C4.