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Supply lines, respawn point decay rate?

Posted: 2008-02-12 19:12
by Human Shield
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 :D ).

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.

Posted: 2008-02-12 19:56
by RCMoonPie
Human Shield wrote: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.
That is unrealistic......would troops begin deconstruction IRL if resupplies was needed at a FB? No.
This would make it so the FB would have to be reconstructed at this point in order to just resupply.
"Teleportation" shouldnt be part of PR...what happens if someone is sitting in said vehicle?

Human Shield wrote: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.
Rally points in most cases aren't used for resupply anyway but are used for respawning. They are used for resupply....but it is rare.
Anyway.....the hole purpose of the rally-point is defeated if you have to wait for ressuply. Not to mention your squads rally is given away by a resupply driving to its position.

Human Shield wrote: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.
I dont think its an issue since the previous rally disappears when the next is deployed.

Human Shield wrote: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.
Once again.....defeats purpose and position is given up by the vehicle.

Human Shield wrote: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 :D ).
This isnt so bad....I would make it so the helo pilot could land.....and the co-pilot could drop an RP....and this RP could be accessed by ANY squad. This would simulate a resupply better. But...I would make it so the helo could not drop another RP until they returned to base and reloaded. Only one per trip....and by request by the SL as well. This would better prevent spamming the RPs.

Human Shield wrote: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.
The whole unused teleportation thing is not a good idea....If I park a vehicle....it should stay there. Unless it is destroyed....in which case it already has its own respawn timer.



Human Shield wrote: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...
(sigh)

Human Shield wrote: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.
Um....but the game is about tickets. Who wants to play the resupply attrition game?

Human Shield wrote: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.
You have played this game before, right?

Posted: 2008-02-12 21:45
by Human Shield
RCMoonPie wrote:That is unrealistic......would troops begin deconstruction IRL if resupplies was needed at a FB? No.
This would make it so the FB would have to be reconstructed at this point in order to just resupply.
"Teleportation" shouldnt be part of PR...what happens if someone is sitting in said vehicle?
Without re-enforcements there, it could be considered abandoned (instead of unlimited troops pouring out). If the number of troops that a bunker can spawn can't be changed, it would have to be a timer. It could enter a dormant state until a supply truck came.

Troops already teleport around the map to spawn points, shortcuts are taken to improve gameplay. I don't have that much problem with troops inside being returned to base (they can suicide if they wanted to). But ejecting them or killing them (after a warning) works too.
Rally points in most cases aren't used for resupply anyway but are used for respawning. They are used for resupply....but it is rare.
Anyway.....the hole purpose of the rally-point is defeated if you have to wait for ressuply. Not to mention your squads rally is given away by a resupply driving to its position.
Why wouldn't they be given away by an unlimited stream of troops passing through enemy lines invisibly. This way the team has to keep crossing enemy lines if they want to act behind it, and if they get cut off they lose that position. So one team can hold a side of the river more effectively if they have the bridges secured.

By resupply I meant keep it active as a spawn point.

I dont think its an issue since the previous rally disappears when the next is deployed.
The issue is that the rally point would need fresh troops to travel to it (vehicles are taken as shortcut for unloading troops). Dropping new ones before the other decays means a squad can have unlimited lives again, by dropping a new one by the old.

Unless new rallies had to be 50-100 meters away from the previous rally...
Once again.....defeats purpose and position is given up by the vehicle.
It is so you can leave a humvee or boat and drop a silent one in a building or on the beach by the vehicle further away from the enemy. Or drop one close to the enemy with troops but if the enemy gets a general direction they can hunt it down more easily. It makes getting vehicles behind enemy lines more valuable.
This isnt so bad....I would make it so the helo pilot could land.....and the co-pilot could drop an RP....and this RP could be accessed by ANY squad. This would simulate a resupply better. But...I would make it so the helo could not drop another RP until they returned to base and reloaded. Only one per trip....and by request by the SL as well. This would better prevent spamming the RPs.
I'm not talking about vehicles dropping RPs though.

When droped the RP has a timer.
After X time it checks if there is a vehicle withing Y meters:
If yes it starts the timer over again.
If no, the RP is removed and the squad can drop another in a minute or so.

Unless the timer can be attached to the rally where ever it is dropped again (so moving it doesn't effect the timer). But once it decays the squad is in danger for a while.

Idea:

Another option is that if grappling hooks count as vehicles, a small portable vehicle spawner that drops little backpacks would become, in a way, infantry supply.

So infantry spawn with 0 backpacks but can be supplied 1 at main base; certain vehicles could drop so many before having to return to base (or maybe a bunker). So a fresh spawn from a base could drop 6 backpacks around their rally and it would last a long time, but an officer and 2 troops on their own would have no backpacks and it would last a short time. Humvees could drop around 5, so a full squad from main with a humvee could make a rally with the humvee for 11 backpacks. And APCs could be true troop transports as well as helicopters (dropping them on a point for it to last longer). Hopefully boats could supply at their spawns as well.

The whole unused teleportation thing is not a good idea....If I park a vehicle....it should stay there. Unless it is destroyed....in which case it already has its own respawn timer.
Abandoned vehicles and transports not spawning fast enough can already create a problem on larger maps.

And squads having to C4 their own ride just so another squad can get it back at base isn't that great either. But the squad can't deconstruct it, so I would just lower respawn time. Vehicles outside map zone can hurt a team also.
Um....but the game is about tickets. Who wants to play the resupply attrition game?
It is less about tickets then vanilla BF2. Keeping supply lines is realistic and makes bridges and other areas more strategic instead of capture points in a fishing village.
You have played this game before, right?
Yes and I don't consider having to driving across a huge desert from A to B to be the height of strategic play.

Posted: 2008-02-13 08:41
by justman2005
way too compli-ma-cated for smoothe gameplay, seeems to me you would be playing one whole game aside from actually fighting, some kind of "keep the spawn points alive" minigame, kinda silly but some interesting points with the bunker though with the supply truck having to stay at the bunker, that seems kinda real and might encourage players to give a squad a lift and then quickly rush back to the bunker before it starts decaying, which gives an incentive to look after your supply truck cause if you dont then your bunker will kark it, but keep it simple dude....