project reality header
Go Back   Project Reality Forums > News / Announcements > PR Highlights > PR Dev Journal Archives > 2009
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 01-03-2009, 03:07 AM   #301
[uBp]Irish

[uBp]Irish's Avatar
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Dr2B Rudd View Post
I think the engineer kit needs a dev journal
probably going to come up soon.

Now that we know Engineers are going to be requestable, i wonder really now what is going to become of spec-ops. They serve a roll on the battlefield, but it seems they're just going to be engineers with a gtld, parachute and silenced pistol.

back to topic, I've got to agree now with Disco.

Not really sure the reasoning behind why some supply crates are faction only, but the smaller ones are everyone. Maybe so you can't build FB's/Bunkers off any Supply crates? Still not sure about the reasoning then.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[uBp]Irish is offline
Old 01-03-2009, 03:12 AM   #302
[uBp]Irish

[uBp]Irish's Avatar
Default Re: [Gameplay] Logistics

re-edit last message, bye spec ops. Hopefully snipers get GTLD's.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[uBp]Irish is offline
Old 01-03-2009, 03:18 AM   #303
azn_chopsticks_boi

azn_chopsticks_boi's Avatar
Default Re: [Gameplay] Logistics

Damn guys, just wait and play the new version.
azn_chopsticks_boi is offline
Old 01-03-2009, 03:34 AM   #304
[R-DEV]Chuc
PR Developer

[R-DEV]Chuc's Avatar
Send a message via MSN to [R-DEV]Chuc Send a message via Skype™ to [R-DEV]Chuc
Default Re: [Gameplay] Logistics

Quote:
Maybe so you can't build FB's/Bunkers off any Supply crates?
That's right, FOs require your own team's crates, and you can't build off enemy ones.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Personal Folio -
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
- WWJND?!
[R-DEV]Chuc is offline
Old 01-03-2009, 04:21 AM   #305
Su34
Default Re: [Gameplay] Logistics

Yes, I like the changes! Nice as most of the other Dev-Journal entries

Quote:
That's right, FOs require your own team's crates, and you can't build off enemy ones.
Thats very nice. Up to know you had to destroy your own after building the FO, and had now ammo there anylonger. Now you can leave them where they are and ghet ammo from them.
Su34 is offline
Old 01-03-2009, 05:13 AM   #306
Uncle Blues

Uncle Blues's Avatar
Default Re: [Gameplay] Logistics

damn, You can't even imagine how much I love threads that generate 31 pages of whining in just one day.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


[URL="http://tournament.realitymod.com/"]
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Uncle Blues is offline
Old 01-03-2009, 05:14 AM   #307
Skodz
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [uBp]Irish View Post
Sorry for the double post devs, the lack of an edit button screwed me up.



Yea, it's weird because what he said in the interview contradicts what's on the main page of this whole thread.

If it ends up that only one repair crate will be available on the whole map for the team, than you better hope that you got a good logistics truck driver that will be able to move from a tank squad that has hopefully pulled back, and then back to whoever needs it. I personally think the dev's won't implement it like that, since they've probably thought about the issue.

Just imagine some smacktard at a main base that keeps dropping a repair crate after someone that actually needs it has dropped it. That just seems stupid.

------

I'm not sure the APC's are going to be as bad as everyone thinks. Let's put it into perspective.

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.

1 Logistic's squad with the 2 logistic truck drivers
2 APC Transport squads (4 people in each squad for clear communication
3 Infantry Squads
1 Recon Squad

That's still only 7 maximum squads (where the max squads allowed is 9 if i'm correct)

One APC is assigned to each squad. The 4th APC tags along to act like an addition IFV.
Logistic trucks can either be with the APC convoy or one can be back at base out of harm way as needed to move and deploy a FB/Bunker.

If you end up just thinking things out, I think we'll be ok with .85 guys.
The way you describe it, transport are even more limited then they already are, that mean you better have some ELITE driver and gunner on these transport because if they ever crash one, we will have big problems.
Skodz is offline
Old 01-03-2009, 05:28 AM   #308
Uncle Blues

Uncle Blues's Avatar
Default Re: [Gameplay] Logistics

Where's my edit button?! 8|

Anyway, I forgot to say that I'm really loving these changes. I'm aware of fact, that we all will need to change our style of playing. But we all know this since first PR release. TBH, I never was disappointed with changes in PR, since 0.2.* So do your job and give us another version of the greatest game modification ever!.

*I really have to mention uber-specOps in 0.4. But it was a bug... was it?


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


[URL="http://tournament.realitymod.com/"]
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Uncle Blues is offline
Old 01-03-2009, 05:30 AM   #309
[uBp]Irish

[uBp]Irish's Avatar
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Skodz View Post
The way you describe it, transport are even more limited then they already are, that mean you better have some ELITE driver and gunner on these transport because if they ever crash one, we will have big problems.
let's just think of it as a very "general" idea.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[uBp]Irish is offline
Old 01-03-2009, 05:47 AM   #310
[R-DEV]Rhino
PR Mapper Team
Supporting Member

[R-DEV]Rhino's Avatar
Send a message via MSN to [R-DEV]Rhino
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by DarthDisco View Post
I realize that most people are probably glossing over my post due to the amount of sheer text, so I decided to post a less eloquent summation.

1. Repair Drop: This feature seems less realistic than having an engineer with a wrench, what was the DEV's plan for this feature and why do they think it is more effective than the previous system?
Quote:
Originally Posted by [R-DEV]Chuc View Post
The repair crate change prevents tank crews and other vehicles from being 100% self sufficient, should they be crewed with .8 style engineers, at least when it comes to repairs and combat damage.
not only what chuc has just sait but it is also MUCH more realistic to have a vehicle "repair" on the battlefield than have a guy standing behind the tank with a spanner/wrench.

For thous of you that dont know in r/l there are such things as engineer vehicles, a example of this would be the Challenger Armoured Repair and Recovery Vehicle (CRARRV) for the British but more or less every conventional force has basically a modified version of there MBT that dose this job, in the case of the brits its simple a modified CR2 if you didn't guess it. More info on it here: Challenger Armoured Repair and Recovery Vehicle (CRARRV) - British Army Website

Watch the video on this page will give you an idea of what we are talking about: Engineering Equipment - British Army Website

In that video you will see a CR2 getting damaged by a explosion, ye its just a staged thing we know the tracks have not really been blown off but the story of this vid is the tracks have been blown off and the tank is immobilised in a hot zone, what happens? A Engineer vehicle comes in to the hot zone to assit the damanged tank, in this case all it dose is toe it out of the hot zone into a safe zone for repairs, if the repairs are light they will probaly just toe it to behind a bank where its safe or w/e and then get to work on fixing them on the field thou if the damages are heavy will bring it back to base / the nearest supply zone to get fixed.

As you have guessed we can't have other vehicles toeing damaged tanks to saftey in PR on the BF2 engine so what we have instead is the "repair drop" to simulate this as much as possible. Yes we would like to make Engineer vehicles for every faction to do this but that is not going to happen any time soon since there are more important things to do and the truck dose the job which for the amount of players we have ingame is better having the logistics truck doing both the jobs of resupply and vehicle repair as many players have noted already in this topic there is only 32 players on each team.

So having a truck drive up and do basic repairs on basically only when a tank or other vehicle looses its tracks is the main time where you will need to use this repair drop, otherwise the tank should simply return to base to both repair and resupply. Personally ingame if I had my tracks taken out and after a truck came along to help fix the tracks, I would still return to base after they where fixed to finish off any repairing that was needed and resupply before going back in the fight unless it was 100% necessary for my tank to be in the action.


Quote:
Originally Posted by DarthDisco View Post
2. Supply System: Will soldier using captured kits be able to re-arm off friendly supply crates? If they can, why can't enemy soldiers re-arm off those same crates? If you can't re-arm your captured kit off friendly crates, can you re-arm it off enemy crates? If you can't, why not?
that really isn't that big of an issue... Really, getting enemy kits is not something that happens often for a start apart from the case of insurgents and militia where taking enemy kits makes a huge difference. Its not a huge deal..

What is a huge deal is you building off enemy supply crates.


Quote:
Originally Posted by Tirak View Post
People were already doing this with the repair vehicles, now they'll be depriving the team of a required asset. This system forces too much to rely on a lightly armoured vehicle with limited off road capability. With engineers, you could walk to the tank or APC if the tracks were disabled in broken terrain and fix it. These logistic trucks, if they're anything at all like the Command Truck, will flip on poor terrain unless handled perfectly.
Quote:
Originally Posted by [uBp]Irish View Post
Tirak. Dont take this the wrong way, but you're looking at this too narrowly.
Like Irish said, your not looking at the whole picture here. Like I said above, the only real time where you need to get a logistics vehicle to really assit a tank in repairs is when its been immobilised, other than that a tank can really assist it self in repairs by simply returning to base which is very realistic. On most maps the main base vehicle resupply/repair deop is not going to be that far away, in most cases you can be back in the fight in 5mins from starting to return to base, rearing, and then getting back in the action.

You also need to think, most maps with a lot of tanks etc are more amour based, this means less of these trucks will need to be put into support the infantry since there are less infantry about, but there is still plenty of trucks to go round.

Quote:
Originally Posted by Dr2B Rudd View Post
only real problem I can see is this

i'm running to the supply crate to get rifleman AT

I get there and it explodes cuz it was reloading my smoke and field dressings
very unlikely this will happen, supply crates have even more ammo now.


I hope that clears some things up for you guys.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Rhino is offline
Closed Thread


Tags
gameplay, logistics
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 03:07 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.6.0
All Content Copyright ©2004 - 2012, Project Reality.