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#1 | |||
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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 Code:
ObjectTemplate.sharedStorageSize 103
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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#2 |
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PR:BF2 Developer
![]() Join Date: Jan 2008
Location: Kansas
Posts: 1,436
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Misunderstood OPs meaning, thread re-opened for discussion for now.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. DM Clan Leader & Recruitment Officer "Even if the world doesn't end in 2012 you won't go to college because your an idiot" -Colonelcool To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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Last edited by [R-DEV]Thermis; 03-09-2010 at 11:03 PM..
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#3 |
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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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#4 |
![]() Join Date: Aug 2009
Posts: 533
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. This was your thread To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. This is your thread now ---------------------------------------- Celestial1: I shall call you "S:/" or "S drive". |
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#5 |
![]() Join Date: Nov 2008
Location: Alberta
Posts: 1,662
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Support.
SO basically your saying you can make infa-ammo with 1 ammo bag o.o |
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#6 | |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
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Last edited by clueless_noob; 03-10-2010 at 07:15 AM..
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#7 |
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Very good idea indeed, can't seem to think of any obvious exploits.
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In-game nick: [FSG]Oskar Xfire: wrestlersesf
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#8 | ||||
![]() Join Date: Mar 2010
Location: Bad Honnef
Posts: 34
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Watch this for the ultimate flight experience !! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Are you without success ? Call an airstrike ! |
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#9 | |
![]() Join Date: Nov 2009
Location: Melbourne, VIC, AUS
Posts: 17
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Quote:
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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Gossy*AUS* - Australian Universal Soldiers *AUS* |
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#10 | |
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Agree, good thinking OP. | |
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Sheath no sword;
Lower no shield; Lack no vigilance. |
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| ammo, bags, unlimit |
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