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Old 02-26-2010, 01:39 PM   #21
Redamare

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Default Re: [ FOB Operations ] Entrenching KIT

Quote:
Originally Posted by Startrekern View Post
EXCELLENT Idea, though definitely should be in the unarmed kit so as to be readably accessible, but the major pro to that is you can request the unarmed kit 'anywhere, anytime'. So, in reality, it is as if you are carrying the shovel with you, just not in your weapons slot..
A++ Very well said lol ... unarmed kit could become a sort of utility belt for things that you dont use that often yet you are still carrying such as things in your backpack (some kits "specialist") and yes one of the main points i was trying to think of was how to give kits an open weaons slot for what ever. ( Snacks?, taking a piss mode?, AFK mode/ sleep? aha ahha W.e not just silly addons any equipment for the future)


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Old 02-26-2010, 02:30 PM   #22
Potilas

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Default Re: [ FOB Operations ] Entrenching KIT

I dont like the option that one guy can build FOB. As a single element of the game FOB:s are most important aspect. I hate ninja fobs. Its like old days sneaky rp:s "behind the lines".

But I do like the basic idea of OP. Why carry shovel when 99% of time you dont need it?! Secondly, when you start to laboring you drop all extra weight off and become vulnerable target. IMO crates are more suitable for "shovel kit" request just because they provide material for constructions. So building tools added for crates would be more logical that directly to sand pile. One exception for shovel kit request at crate. Officers(SL) kit reguest at crates is denied for obvious reson
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Old 02-26-2010, 06:11 PM   #23
[R-MOD]Spec
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Default Re: [ FOB Operations ] Entrenching KIT

I really like the idea of putting the shovel in the unarmed kit. From version to version kits change and weapon slots may be more needed... Such as an "undeployed" mode for scoped rifles so they can be used like the LMGs in 0.87, without scoping in. Or stuff like that that keeps getting suggested and shut down because it would take up important weapon slots. (The scoped weapon thing is just an example, I'm not suggesting it here)

You could still keep the shovels in all current kits until the slot is needed otherwise.


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Old 02-26-2010, 06:19 PM   #24
Redamare

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Default Re: [ FOB Operations ] Entrenching KIT

Yea it would be a Nice feature but like Rhino said its a Fix of a Non issue .... this would be a good thing to revisit once there is a need for it ( still we chould change it ) we should start Brainstorming What Pr is missing what a normal soldier would have in their posession.

Compass already incorporated, extra mags ( ammobag) should be changed to a small pouch...
night vision (FAILED BIming),
SEWING KIT HAHA



OK From now TASK:

Figureout and Discuss what goes inside all of these Pockets


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Old 02-26-2010, 09:17 PM   #25
Garmax

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Default Re: [ FOB Operations ] Entrenching KIT

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Originally Posted by [R-DEV]Rhino View Post
I'm not sold on the idea, isn't really fixing any real issues we have right now other than opening up anouther weapon slot which we dont really need tbh.

This allows players to steal kits and also sometimes when you drop a kit it can just disappear if dropped on a odd surface. Doesn't happen very often but it dose happen and it happens a lot when kits are dropped next to a deployable object, they can just vanish out of the game world which wouldn't be very good at all.

I just see this as a soultion to a problem that doesn't exist.
i cant really help but agree ^ suggestion is great dude thumbs up! but as for now, i dont really think its needed


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Old 02-26-2010, 09:44 PM   #26
Rissien
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Default Re: [ FOB Operations ] Entrenching KIT

See SL's put up fobs all by themselves as it is. They just request a crewman kit and dig the swap back to officer to request more parts.

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Old 02-26-2010, 09:52 PM   #27
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Default Re: [ FOB Operations ] Entrenching KIT

See SL's put up fobs all by themselves as it is. They just request a crewman kit and dig the swap back to officer to request more parts.

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Old 02-27-2010, 08:58 PM   #28
HAAN4
Default Re: [ FOB Operations ] Entrenching KIT

Pretty good, but we can always pick a crewman kit, in the nearby suplly crate.

Good sujestion!. but i don't like to cut off you happynes, but this is a lost of PR deveployers Assets,

like you can alerdy pick up crewman kit in the closest Suply crate,

and guys will not for exemple, like to pick up a unarmed kit, since whicht a crewman you still have a weopow to shoot back if shiet happens.
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Old 02-28-2010, 01:39 AM   #29
00SoldierofFortune00

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Default Re: [ FOB Operations ] Entrenching KIT

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Originally Posted by clueless_noob View Post
I don't. Even it's fun to be a FOB Ninja, I don't like the idea that it's possible to set up a FOB alone. Limiting access to shovels is one way to prevent it.
Its not like it doesn't happen now anyways. As long as Logistic trucks have 2 seats, someone is always going to do this. Actually, you don't even need 2 people to set up a FOB, you can do it alone like Elvish said by just requesting a kit and than switching back. At least this way, the SL and medic can help build a FOB so it doesn't take forever to set up the FOB along with all the wire, MG nests, foxholes, TOW, and AA. Just put it in the empty slot kit.

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Old 02-28-2010, 02:39 AM   #30
bloodthirsty_viking
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Default Re: [ FOB Operations ] Entrenching KIT

I dont like this idea- sorry.

Like rhino said, it fixes a problem that not a problem.

I have build a fob under fire many times, and why have i build it, not so we could spawn, but so we could hide.

You get a fob up, you can get foxholes, and HMG's up.

Usually, if its hot, i will put up wire, and have guys shovel the wire, and use their guns to shoot every once in a while.

PLus, what if you get ambushed while building, and your kit is in the open. You have to try to run to the kit and most lickley die, or leave it for them to have =/


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