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Old 01-03-2009, 02:24 AM   #291
[uBp]Irish

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Default Re: [Gameplay] Logistics

I think they said you do it around the Vehicle Depot Crates?


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Old 01-03-2009, 02:27 AM   #292
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Default Re: [Gameplay] Logistics

hmmmm nvm i should read better lol


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Old 01-03-2009, 02:34 AM   #293
space
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [uBp]Irish View Post

32 vs. 32

1 commander
2 trucks drivers (require a minimum of one player for each truck)
8 APC Driver/Gunner (2 per vehicle for total of possibly 4 APC's...hypothetical)

that's a total of 11 people right there, leaving 21 people to help put bullets down range.

divide by 6 and you've got at least 3 full infantry squads + possibly a Spec Ops/Sniper/rifleman team.
Youre forgetting about tanks, AAVs, heavy armoured apcs and aircraft - see how your figures come out when you take them into account.

Also in the previous post - my quote from DB regarding repair points may not be entirely accurate before someone proves me wrong! - it was just the impression I got when I listened last night.
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Old 01-03-2009, 02:37 AM   #294
[uBp]Irish

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Default Re: [Gameplay] Logistics

haha. it was said i think within the last couple pages....


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Old 01-03-2009, 02:46 AM   #295
[uBp]Irish

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by spacemanc View Post
Youre forgetting about tanks, AAVs, heavy armoured apcs and aircraft - see how your figures come out when you take them into account.

Also in the previous post - my quote from DB regarding repair points may not be entirely accurate before someone proves me wrong! - it was just the impression I got when I listened last night.
I know my figures might not be accurate lol, I was just going off a possible layout for a kashan skirmish.

Also, those logistics trucks dont have to be in movement 24/7. An infantry squad could be in an APC + 1 guy from the squad driving the supply truck behind. Drop the supply truck in the bunker like we do now usually, and that one guy can go back to fighting after the team has setup the Firebase/Bunker.

take away the recon team, since SL's have the GTLD's, and those 2 or 3 guys can go fly Helo transport as well as doing supply drops like they do now.

4 APC's could end up being 2 Tanks/2APC's. I think we're also forgetting that I dont think the dev's have said that all hummvees (and equivalents) are going to be removed from every map. They're just going to be more prevalent on certain maps than others (example is Ramiel like Rhino i believe said earlier).

If anything, we just take PR into a more Mechanized Infantry direction, with each squad have 2 people that drive/gun the APC. That APC then sticks with that squad providing support as needed. Case in point is Ramiel where Mechanized infantry can roll through that map reaaaaaallly quickly if played right. Then again, it has to be played right, which the dev's can't control. Thats up to us.


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Old 01-03-2009, 02:48 AM   #296
[R-DEV]dbzao
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Default Re: [Gameplay] Logistics

One repair crate per truck.

You can spawn as many as you like, the previous one disappears.

You can repair vehicles all the way with them.

Supply crates wont get destroyed by small arms.

Supply crates will have more ammo.

Logistics are important, keep your FOs supplied.

Rearm your rifles on your team's supply crates, no matter the weapon you have.

Ammo bags and smaller supply boxes (from jeeps/apcs) rearm both teams.

Engineer is limited kit with explosives and mines.

The concept of somebody wrenching a tank is stupid.

The concept of repair crates is a metaphor of something bigger that happens and requires better coordination, not during the heat of battle.
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Old 01-03-2009, 02:54 AM   #297
[uBp]Irish

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Default Re: [Gameplay] Logistics

Thanks DB for the right clarifications.


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Old 01-03-2009, 03:00 AM   #298
DarthDisco

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]dbzao View Post
Supply crates wont get destroyed by small arms.

Supply crates will have more ammo.

Logistics are important, keep your FOs supplied.
Ok, I guess I can get behind this.

Quote:
Originally Posted by [R-DEV]dbzao View Post
Rearm your rifles on your team's supply crates, no matter the weapon you have.

Ammo bags and smaller supply boxes (from jeeps/apcs) rearm both teams.
This part makes no sense to me. Why should the Crate work only for one team and the smaller boxes work for both? The crates have padlocks!?

Quote:
Originally Posted by [R-DEV]dbzao View Post
Engineer is limited kit with explosives and mines.
In other words, say goodbye to C4 on the Spec Ops... Possibly SLAM's too. It's not a big deal, but worth noting.

Quote:
Originally Posted by [R-DEV]dbzao View Post
The concept of somebody wrenching a tank is stupid.

The concept of repair crates is a metaphor of something bigger that happens and requires better coordination, not during the heat of battle.
I don't fully agree with that, but I guess its as good an answer as any. If you ask me, the image of a Blow Torch sitting idly next to a tank is no better than a guy wrenching it.

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Old 01-03-2009, 03:02 AM   #299
Rudd
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Default Re: [Gameplay] Logistics

I think the engineer kit needs a dev journal


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Old 01-03-2009, 03:07 AM   #300
[R-DEV]dbzao
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Default Re: [Gameplay] Logistics

Say good bye to the specops.
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