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Old 01-03-2009, 04:50 PM   #371
McBumLuv

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by LeChuck View Post
err-- nvm that one, doesnt look like what i wrote in the box
Wait... Wha?

Looks like a messed up logistics truck in textart.

Code:
____________
|           | __
|           | ____
|_______ _ _| |____|
  O       O
That what you want?


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Old 01-03-2009, 04:51 PM   #372
space
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Default Re: [Gameplay] Logistics

Its only a minor point, but the repair point has a board under it which suggests it requires flat ground. Will it have a "base" for uneven ground or can you only deploy it on flat ground?

Also sorry if Ive missed it, and its been mentioned already, but what is the repair"range" of the repair point?
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Old 01-03-2009, 04:52 PM   #373
[uBp]Irish

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Default Re: [Gameplay] Logistics

Correct me if i'm wrong, but no where did the dev's say APC's are going to be the only ground vehicle (besides other armor/logistics trucks) on the map?

I think just the ratio of APCs:LIght Vehicles is going to be maybe higher. 2 APC's for every Hummvee or maybe 3:1... just trying to put some words into perspective.


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Old 01-03-2009, 05:02 PM   #374
McBumLuv

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [uBp]Irish View Post
Correct me if i'm wrong, but no where did the dev's say APC's are going to be the only ground vehicle (besides other armor/logistics trucks) on the map?

I think just the ratio of APCs:LIght Vehicles is going to be maybe higher. 2 APC's for every Hummvee or maybe 3:1... just trying to put some words into perspective.
I was thinking this too, and I'm sure it will be much more apparent on some maps, and less apparent on others.


I've got a new question: How will this affect CnC? I'm sure there will need to be a new vehicle load out for maps like Kashan, aside from all the other changes it will undergo. For instance, logistics can only transport 2 people, including the driver. Will APCs become mmore involved in this as well? I don't want to see CnC become an light vehicle layer, that's for sure.


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Old 01-03-2009, 05:08 PM   #375
daranz

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Default Re: [Gameplay] Logistics

I'm assuming that CnC will now have to involve trucks and APCs moving together. APCs transporting people, trucks transporting crates. I certainly like it more than the situation right now, which goes something like:

SL: Everybody get in the truck!
SM: But maybe we could ride in the back of that APC, it'd be saf--
SL: NO! WE MUST SET UP FIREBASE! FIREBASE! FIIRREEEBASEGRGGLGEGL *foams at mouth*
APC: Doesn't look like there's anyone who wants a ride. Let's go act like a light tank! Weeee!

The big idea with .85 seems to be forcing squads to cooperate on transportation. Right now, squads prefer taking a crappy truck to an armored vehicle, because a) they get to do it in the their own squad without involving "blue guys" and b) they get to build a FB once they arrive here. Now, to take care of a, you get more APCs and less light trucks, and to take care of b, you get a truck dedicated to transportation of crates, and not people.


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Old 01-03-2009, 05:27 PM   #376
[uBp]Irish

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Default Re: [Gameplay] Logistics

I'm pretty sure the Logistics trucks are going to be used the same as they are now. You'll have a 6 man squad with 5 people in an APC, and 1 person driving a truck behind to the firefight. Truck drives to a safe place, drops the crates, builds a firebase/bunker, troops leave the truck at the FB for transport later if needed and moves into the area with the APC as support.

Here's a question for the devs. Are there going to be Transport Trucks like the ones currently in game that can transport 8 people? or are those going to get replaced by the Logistics Trucks with the 2 seats? Or is there going to be a combination of both types of trucks?


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Old 01-03-2009, 05:51 PM   #377
[R-DEV]Jaymz
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Default Re: [Gameplay] Logistics

Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3


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Old 01-03-2009, 05:54 PM   #378
McBumLuv

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3
Awesome

But Jaymz...

We n33dz more Answ3rs !!11!!one!


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Old 01-03-2009, 05:55 PM   #379
space
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3

I like - any chance of more LAT? - after all we will have less mines, and there will be more armour about ( personally I dont think it would be that unrealistic to be able to spawn in with a LAT, as they only have one shot, and arent overly powerful. )
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Old 01-03-2009, 05:55 PM   #380
[uBp]Irish

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Just so everyone knows, all infantry kits now take 5mins instead of 10mins to go back into the request pool and there are now 4 LMG kits instead of 3
Good Good.

Jaymz, have the dev's ever considered putting say the LAT and SAW on the spawnable menu area and implementing something along the lines of what FH has where if too many people have the kit, you can't spawn in with it? Might free up some of the clutter with the Weapon Request Menu. However, I'm not sure if you would be able to limit the amount of that type of weapon per squad (ala there might be enough saws out on the team, but can you limit the amount in the squad like it is now).


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