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Old 03-09-2010, 06:34 PM   #1
badmojo420
Supporting Member
Default Unlimit the ammo bags

In the current system, an ammo bag contains 200 reload points. After testing, I found that 1 shot items like missiles and ammo bags cost 103 reload points. So under the current system, you can reload your ammo bag, and still have a bag on the ground, with the left over 97 points. So this can already be exploited for weapons like the grenade launcher, frags, rpgs, etc. Just not missiles or more ammo bags.

This is the reason why more than 1 ammo bag is not allowed in the world from the same player. Because if you could throw down 10 ammo bags,(after reloading 10 times) you really just need to throw down 2, and then reload off the bags, dropping more bags until you've used that extra 97 reload points to create 10 bags, magically.

So, I would first like to suggest a change to fix this

The line of code is in...

\objects\weapons_server.zip\weapons\Handheld\ammok it\ammokit.tweak

Code:
ObjectTemplate.sharedStorageSize 200
to

Code:
ObjectTemplate.sharedStorageSize 103
Which will do what is seen in this video...(first clip is the current system, showing smoke grenades being reloaded with the left over ammo. The second is the modified version.)
YouTube Video


I feel this isn't so much a suggestion as much as a bug fix. But there could be factors i'm not taking into account.

My original suggestion is for someone with an ammo bag to reload and drop more ammo bags. Like how people can drop 30 land mines, I would like to be able to drop 10 or more ammo bags. (Provided it doesn't create any unrealistic ammo exploits.)

If I am defending a FOB or somewhere with supplies close, should I not be able to make 10 trips and pile up a large supply of ammo wherever I need it? This would encourage the type of 'digging in' behavior that deviation and other features in PR encourage.

The only exploit I can see with more ammo bags would be the speed at which you can reload a weapon. More sources multiples the speed at which you reload. But, given you've prepared a location with ammo, it wouldn't be that unrealistic.

Some will say it is unneeded since we already have trucks and helicopters dropping ammo. But, what if you're holding a location like the Iraqi Gate on Fallujah, should people have to climb down the ladder, and run over to crates every time they need to reload? In real life they would get some people to carry ammo up to where it will be needed. It would give infantry the ability to do their own logistics, instead of being at the mercy of the road/skies.

I'd suggest upping the limit to 10 or at the very least 5.

You would still only ever carry 1 bag, just like mines, but they wouldn't disappear when you dropped a second bag.
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Last edited by badmojo420; 03-10-2010 at 12:59 AM.. Reason: Tried to explain it a bit better
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Old 03-09-2010, 06:39 PM   #2
[R-DEV]Thermis
PR:BF2 Developer

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Default Re: Unlimit the ammo bags

Misunderstood OPs meaning, thread re-opened for discussion for now.


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Last edited by [R-DEV]Thermis; 03-09-2010 at 11:03 PM..
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Old 03-10-2010, 12:17 AM   #3
badmojo420
Supporting Member
Default Re: Unlimit the ammo bags

Edited original post to include a fix for an exploit Thermis brought to my attention. And tried to make my suggestion easier to understand.
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Old 03-10-2010, 12:36 AM   #4
Shaihuluid

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Default Re: Unlimit the ammo bags

Quote:
Originally Posted by badmojo420 View Post
Edited original post to include a fix for an exploit Thermis brought to my attention. And tried to make my suggestion easier to understand.
'tis a good Idea

I support

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Old 03-10-2010, 03:27 AM   #5
Dev1200

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Default Re: Unlimit the ammo bags

Support.


SO basically your saying you can make infa-ammo with 1 ammo bag o.o


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Old 03-10-2010, 06:46 AM   #6
clueless_noob

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Default Re: Unlimit the ammo bags

Quote:
Originally Posted by badmojo420 View Post
I found that 1 shot items like missiles and ammo bags cost 103 reload points.
According to Caboosehatesbabies's excellent ammo system research, one weapon slot cost exactly 100 resupply points.
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Last edited by clueless_noob; 03-10-2010 at 07:15 AM..
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Old 03-10-2010, 06:52 AM   #7
Oskar
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Default Re: Unlimit the ammo bags

Very good idea indeed, can't seem to think of any obvious exploits.

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Old 03-10-2010, 09:09 AM   #8
Ls4SpeedPilot

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Default Re: Unlimit the ammo bags

Quote:
Originally Posted by badmojo420 View Post
In the current system, an ammo bag contains 200 reload points. After testing, I found that 1 shot items like missiles and ammo bags cost 103 reload points. So under the current system, you can reload your ammo bag, and still have a bag on the ground, with the left over 97 points. So this can already be exploited for weapons like the grenade launcher, frags, rpgs, etc. Just not missiles or more ammo bags.

This is the reason why more than 1 ammo bag is not allowed in the world from the same player. Because if you could throw down 10 ammo bags,(after reloading 10 times) you really just need to throw down 2, and then reload off the bags, dropping more bags until you've used that extra 97 reload points to create 10 bags, magically.

So, I would first like to suggest a change to fix this

The line of code is in...

\objects\weapons_server.zip\weapons\Handheld\ammok it\ammokit.tweak

Code:
ObjectTemplate.sharedStorageSize 200
to

Code:
ObjectTemplate.sharedStorageSize 103
Which will do what is seen in this video...(first clip is the current system, showing smoke grenades being reloaded with the left over ammo. The second is the modified version.)
YouTube Video


I feel this isn't so much a suggestion as much as a bug fix. But there could be factors i'm not taking into account.

My original suggestion is for someone with an ammo bag to reload and drop more ammo bags. Like how people can drop 30 land mines, I would like to be able to drop 10 or more ammo bags. (Provided it doesn't create any unrealistic ammo exploits.)

If I am defending a FOB or somewhere with supplies close, should I not be able to make 10 trips and pile up a large supply of ammo wherever I need it? This would encourage the type of 'digging in' behavior that deviation and other features in PR encourage.

The only exploit I can see with more ammo bags would be the speed at which you can reload a weapon. More sources multiples the speed at which you reload. But, given you've prepared a location with ammo, it wouldn't be that unrealistic.

Some will say it is unneeded since we already have trucks and helicopters dropping ammo. But, what if you're holding a location like the Iraqi Gate on Fallujah, should people have to climb down the ladder, and run over to crates every time they need to reload? In real life they would get some people to carry ammo up to where it will be needed. It would give infantry the ability to do their own logistics, instead of being at the mercy of the road/skies.

I'd suggest upping the limit to 10 or at the very least 5.

You would still only ever carry 1 bag, just like mines, but they wouldn't disappear when you dropped a second bag.
i agrre with that suggestion

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Old 03-10-2010, 09:20 AM   #9
Gossy*AUS*
Default Re: Unlimit the ammo bags

Quote:
Originally Posted by Dev1200 View Post
SO basically your saying you can make infa-ammo with 1 ammo bag o.o
No, what hes suggesting is that you could drop an ammo bag, and resupply your bag from it, but the first one would disappear by doing that.

Where this would come into play is that you could make a pile of supply bags by going back to a supply crate after dropping the first one, resupply and then be able to drop another bag without the first one disappearing, up to a limit of 5-10.

I don't see any potential gameplay flaws coming of this, and it seems like something that could be implemented with relatively little pain.


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Old 03-10-2010, 09:23 AM   #10
dtacs
Supporting Member
Default Re: Unlimit the ammo bags

Quote:
Originally Posted by Gossy*AUS* View Post
No, what hes suggesting is that you could drop an ammo bag, and resupply your bag from it, but the first one would disappear by doing that.

Where this would come into play is that you could make a pile of supply bags by going back to a supply crate after dropping the first one, resupply and then be able to drop another bag without the first one disappearing, up to a limit of 5-10.

I don't see any potential gameplay flaws coming of this, and it seems like something that could be implemented with relatively little pain.
+1 Gossy for the layman's terms.

Agree, good thinking OP.

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