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Old 01-02-2009, 04:16 AM   #141
Agent_mOe
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Default Re: [Gameplay] Logistics

Good morning and Happy New Year to evryone,

in my very humble opinion these changes sound very interestng but i'm not sure in which way they will change the gameplay to a better or worse one. This we'll know after we tried. So lets just sit tight and wait for .85. I cant wait for release. I'm so excited
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Old 01-02-2009, 04:23 AM   #142
[R-DEV]Deer
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-CON]Alex6714 View Post
I don“t see how changing the apcs this way will affect anything on public servers, I can see people soloing and using them to run people over now. But I guess we have to just find out....
I completely agree, game is already too hard for 90% of players, making it harder to move around by forcing players to use APCs as team's only transports will make it even more frustrating, i can see myself playing tetris while waiting for my guy to auto-walk to its destination from mainbase countless times while APCs are being used on players personal needs. Plus if players wont even use trucks to transport ppls between mainbase and battlezones more than once per truck(except rarely), why on earth they would use combat-able APCs to do that.

The change is very cool and fun and interesting.. and the fact that it will work so rarely in public servers..

To make APCs realistic, you would need to have squad leader driving the APC, and squad is with him in the APC as infantry, and when they go into combat infantry will step out and they fight together with APC... This is currently not very possible because every dead squad mate is spawning to mainbase because SL cant set up rallypoints while hes crewman. And if he wouldnt be driver it would be way too difficult to lead mechanized infantry squad(thats why noone is doing this tactic). Would be nice if players could spawn on squad leader IF the squadleader is in APC. Or then just make it possible to make rallypoints with crewman-kit, or make it possible to drive APC with officer-kit.

That would create realistic infantry+APC combat work among public players, if possible it would be good to have amount of spawning into APC limited, just like amount of spawning on rallypoints is limited (it gets destroyed if squad is dying too much near it), total of 4 spawns allowed per 10minutes for the APC spawn should be nice, if squad members die/spawn more than that, spawn is removed for 10minutes or so? Sounds complicated but should be doable atleast somehow by using code that is already being used.
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Last edited by [R-DEV]Deer; 01-05-2009 at 02:34 AM..
Old 01-02-2009, 04:25 AM   #143
Engineer

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Default Re: [Gameplay] Logistics

shock and awe
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Old 01-02-2009, 04:41 AM   #144
[R-DEV]Rhino
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Default Re: [Gameplay] Logistics

Edited first post to add credits to each item.

Quote:
Logistics Trucks

CREDITS:
Model: [R-DEV]Katarn
Texture: [R-DEV]Chuc
Export: [R-DEV]TrahnLee
Coding: [R-DEV]Jaymz & [R-DEV]dbzao


Supply Crates

CREDITS:
Model: [R-CON]Mescaldrav
Texture: [R-CON]Mescaldrav
Export: [R-DEV]Rhino
Coding: [R-DEV]Jaymz, [R-DEV]dbzao & [R-DEV]Rhino


Repair "Crates"

CREDITS:
Model: [R-DEV]Rhino
Texture: [R-DEV]Pride
Export: [R-DEV]Rhino
Coding: [R-DEV]Jaymz, [R-DEV]dbzao & [R-DEV]Rhino


Vehicle Resupply/Repair Depot

CREDITS:
Model: [R-DEV]Rhino, [R-CON]Mescaldrav & I.N
Texture: [R-DEV]Rhino, [R-CON]Mescaldrav, [R-DEV]Matrox & [R-DEV]Pride
Export: [R-DEV]Rhino
Coding: [R-DEV]Rhino, [R-DEV]Jaymz & [R-DEV]dbzao


APCs

CREDITS:
Coding: [R-DEV]dbzao & [R-DEV]Jaymz


Kit Request

CREDITS:
Coding: [R-DEV]dbzao & [R-DEV]Jaymz
may have missed a few ppl out.


Quote:
Originally Posted by NickO View Post
Is the supply depot destructible?

Also unless games have dedicated transport squads the lack of transport will be big problem.. I really doubt apcs will be driving back and forward from main... Very fun.. Flying a transport helo is atleast alittle fun
no, its a static on the main base / beach.

Quote:
Originally Posted by gazzthompson View Post
can this Vehicle Resupply/Repair Depot be destroyed ?
no, its a static at the main base.

Quote:
Originally Posted by master of the templars View Post
Sounds like a good theory, I'm interested to see how it plays out.

couple of questions...

1) on carrier maps how do you get kits before you cap the first flag and get your supply depot?

2)carrier maps - how do heli's get more crates before you cap first flag and get depot?

3) isn't it an unrealistic idea to get heli's to re arm at flags and not the carrier in the first place?

4) would the devs ever consider making the supply depot deployable?
1. choppers can drop in supply crates etc.

2. helis reload at the carrier.

3. helis can not reload at a vehicle depo and they are only at the main base or on the beach.


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Last edited by [R-DEV]Rhino; 01-02-2009 at 12:02 PM..
Old 01-02-2009, 04:53 AM   #145
rangedReCon

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Default Re: [Gameplay] Logistics

Sounds great in theory, let's hope that it translates well into pub games.


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Old 01-02-2009, 05:06 AM   #146
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Default Re: [Gameplay] Logistics

Cool bohnen


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Old 01-02-2009, 05:12 AM   #147
Conman51

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Default Re: [Gameplay] Logistics

i DONT KNOW WHY PEOPLE SAY APCS WILL BE GOING BACK AND FORTH TO BASE LIKE TRUCKS!!!!..the logistics trucks will do that..bringing the supply crates to the front and supply crates bring..limited kits... apcs will NOT HAfE to go back and forth because rallys are usually set and teh infantry can stay by teh APC even if they die becuase they set rallys


today i had a round on ramiel with some clanmates ...all we had was 6 people...we set rallys (which pubbers can do too) and when teh dismounted infantry got shot or wounded the medic got to them and healed them (yes pubbers do this too) and if tehy died they spawned at the rally which was in our combat zone of fighting where we assulted 3 or 4 casches....the apc lasted a long ime and teh dismounted infantry had few deaths...THE ONLY REASON THE APC HAD TO GO BACK TO BASE WAS FOR AMMO!!!...some peolpe underestimate the common pubber...the smacktards will die off and teh team players will stay..no loss to PR...i think the community is preety big right now and in taht community THERE ARE SOME SMACKTARDS...i admit it but they eventually leave or get less common

P.S. yes i play with pubbers alot and i have seen them use teamwork w/o the SLs in TS

you guys make it seem like they got rid of rallys or something

"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain
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Old 01-02-2009, 05:22 AM   #148
Lt Mic
Default Re: [Gameplay] Logistics

first 4 points are nice changes
but the 5 point (about no jeeps) is a
very very very very very very very very very very very bad idea
pub playing=unpossible for inf sq's

more players will be more frustrated and they might stop playing PR or Noobs which just started pr won't want to play it for longer time...

point 6: kit request? will we be able to request kits from RP? or we must run for all map to find crate and request it there?
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Old 01-02-2009, 05:59 AM   #149
RedAlertSF

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Default Re: [Gameplay] Logistics

Love this all, but I'm not sure about kit request changes..


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Old 01-02-2009, 06:35 AM   #150
sn1p3rslippinz

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Default Re: [Gameplay] Logistics

Changes sound fine to me

Thanks Devs (Y)
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