Supply lines, respawn point decay rate?
Posted: 2008-02-12 19:12
Alright this idea is to make all transports and supplies more important, respawns don't get unlimited troops but instead have to be resupplied.
Example, bunkers and firebases:
They have to have a Supply Truck 50 meters away to deploy. In this idea the bunker or firebases starts decaying and in 5 minutes or so it checks again if there is a supply truck within 50 meters. If there is no supply truck the bunker is deconstructed. If there is a truck, the supply truck is teleported (possible?) back to its spawn point and the timer starts again for 5 minutes. This means the truck has to be driven back.
Have the same thing with squad rally points. It checks if any friendly ground vehicle (or supply crate) is nearby (maybe 10 meters) and if not, it starts to decay. This makes rallies easier to find and stealth ones would be temporary.
Also increase time between when squads can drop a rally (maybe even lower the requires to one other member with the officer). Have the time between drops longer then the decay rate, so they risk getting wiped out without vehicle support.
Another option is that the rally point must be first placed within X meters of any friendly vehicle or supply crate to stay quiet, or else it plays the radio sound much louder (or if you want hardcore mode, rallies must always be dropped by vehicles or supplies). So helicopters can land and drop a quiet team but has to come back after a while.
If possible helicopters could count as in supply within a sizable distance above the ground. This means pilots can fly and re-enforce a squad without having to pick them up making heli's important. Or not have helicopters count but supply crates do, so dropping crates is that much more important (no better way to simulate fast roping
).
Something that would help this is making humvees and boats decay faster when not being used (or even have them teleported back to their spawn when used to resupply a rally) and respawning faster (and add a bit more on maps). This way to keep a rally point active, the squad has a member drive back to the rally.
This simulates bringing more re-enforcements to the front and makes securing roads much more important (bridges anyone?). It has makes boats and humvees more important, and reduces the unlimited spawning that sometimes happens. And makes APCs valuable guards and enforcement assets.
This uses timers and checks for vehicles within X meters. Such checks are used in building assets, and decay with timers I don't know if possible. Having pop-ups to the squad leader about rally point status would be nice. One way to get decay is to have bunkers secretly flaming and lowering in health and have support trucks repair them, etc...
I think this would make the game more about re-enforcement then tickets, because if the enemy flanks and cuts your supplies they can capture enough points to get to bleed or make push to main base. This would hopefully lead to more strategic games and victories instead of whoever reduces tickets faster (killing the other team more), bad teams would be defeated through attrition. This would be more objective based instead of ticket grinds at times.
Hopefully gravity is adjust more to make off-roading easier. And add more supply truck spawns in larger maps. All roads coming from off the map would spawn trucks at the edge (have some roads in the middle spawn trucks for both teams, would be interesting to have abandoned bases in side areas that do the same). This makes securing roads from the sides important also.
Example, bunkers and firebases:
They have to have a Supply Truck 50 meters away to deploy. In this idea the bunker or firebases starts decaying and in 5 minutes or so it checks again if there is a supply truck within 50 meters. If there is no supply truck the bunker is deconstructed. If there is a truck, the supply truck is teleported (possible?) back to its spawn point and the timer starts again for 5 minutes. This means the truck has to be driven back.
Have the same thing with squad rally points. It checks if any friendly ground vehicle (or supply crate) is nearby (maybe 10 meters) and if not, it starts to decay. This makes rallies easier to find and stealth ones would be temporary.
Also increase time between when squads can drop a rally (maybe even lower the requires to one other member with the officer). Have the time between drops longer then the decay rate, so they risk getting wiped out without vehicle support.
Another option is that the rally point must be first placed within X meters of any friendly vehicle or supply crate to stay quiet, or else it plays the radio sound much louder (or if you want hardcore mode, rallies must always be dropped by vehicles or supplies). So helicopters can land and drop a quiet team but has to come back after a while.
If possible helicopters could count as in supply within a sizable distance above the ground. This means pilots can fly and re-enforce a squad without having to pick them up making heli's important. Or not have helicopters count but supply crates do, so dropping crates is that much more important (no better way to simulate fast roping
Something that would help this is making humvees and boats decay faster when not being used (or even have them teleported back to their spawn when used to resupply a rally) and respawning faster (and add a bit more on maps). This way to keep a rally point active, the squad has a member drive back to the rally.
This simulates bringing more re-enforcements to the front and makes securing roads much more important (bridges anyone?). It has makes boats and humvees more important, and reduces the unlimited spawning that sometimes happens. And makes APCs valuable guards and enforcement assets.
This uses timers and checks for vehicles within X meters. Such checks are used in building assets, and decay with timers I don't know if possible. Having pop-ups to the squad leader about rally point status would be nice. One way to get decay is to have bunkers secretly flaming and lowering in health and have support trucks repair them, etc...
I think this would make the game more about re-enforcement then tickets, because if the enemy flanks and cuts your supplies they can capture enough points to get to bleed or make push to main base. This would hopefully lead to more strategic games and victories instead of whoever reduces tickets faster (killing the other team more), bad teams would be defeated through attrition. This would be more objective based instead of ticket grinds at times.
Hopefully gravity is adjust more to make off-roading easier. And add more supply truck spawns in larger maps. All roads coming from off the map would spawn trucks at the edge (have some roads in the middle spawn trucks for both teams, would be interesting to have abandoned bases in side areas that do the same). This makes securing roads from the sides important also.