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Old 01-04-2009, 03:06 PM   #431
Fishbone
Default Re: [Gameplay] Logistics

Very interesting changes and I look forward to the impacts they have on gameplay. One worry I have though is the possible spamming of supply boxes. In 0.8 you would destroy any clusters of boxes as the enemy could build on them and re-arm. This is no longer the case so there is less incentive to destroy them. And even then small arms fire cannot destroy crates. From the screenshot I do not get the idea that you determine visually to which faction a crate belongs so it might be time-consuming to determine wether a crate is friendly or not (check by trying to get a kit?).

For example, I could create a Logistics squad on Fools Road and do a few runs to Train Depot and drop a whole load of crates around the flag. Just seeing all those boxes would reduce immersion and defenders would have an easy time reloading as the boxes are difficult to destroy by infantry.

On Kashan I would drop a few boxes in the bunkers making HAT/grenadier reloads very easy and those kits would be free to spam explosives without worrying about ammo (especially with more ammo in the crates).

On Muttrah there are 3 transport choppers. Once the US arrive on the city flags the choppers have usually little to do. So why not spam boxes all over the docks area as the enemy wont be able to use them anyway? Wouldn't that become a little idotic?
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Old 01-04-2009, 03:21 PM   #432
WilsonPL
Default Re: [Gameplay] Logistics

Quote:
I do not get the idea that you determine visually to which faction a crate belongs so it might be time-consuming to determine wether a crate is friendly or not (check by trying to get a kit?).


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Old 01-04-2009, 03:36 PM   #433
gazzthompson

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by 00SoldierofFortune00 View Post
Yep, I agree. Automatic Rifleman and Grenadier are basic weapons that make up the basis of a real fireteam..........
....large text....
.....Even in a good squad, they don't last long and now you want them to use it less by walking back and requesting it first?
http://www.realitymod.com/forum/f18-...pawn-menu.html


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Old 01-04-2009, 04:04 PM   #434
Blakeman
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Fishbone View Post
On Muttrah there are 3 transport choppers. Once the US arrive on the city flags the choppers have usually little to do. So why not spam boxes all over the docks area as the enemy wont be able to use them anyway? Wouldn't that become a little idotic?
Pre positioning supplies idiotic? Yeah if they put them in idiotic places maybe, but placing supplies where the team can use them is..... logisitics.
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Old 01-04-2009, 05:20 PM   #435
Jonny

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Blakeman View Post
Pre positioning supplies idiotic? Yeah if they put them in idiotic places maybe, but placing supplies where the team can use them is..... logisitics.
I agree, squads being able to move somewhere and immediately set and build an FO is just damn good logistics.

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Has anyone really been far even as decided to use even go want to do look more like?
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Old 01-04-2009, 05:26 PM   #436
scandhi

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Wink Re: [Gameplay] Logistics

regarding Kit request: so we dont get kit requests of RP now.
What are we going to do?




we need a fallback point to regroup at


Get a lift by an APC. Disembark. Ask for a crate. Set rally or a FB. Kit up from PAC or crate and go..

Doesn't seem that hard, does it?

Super mario brothers: Nothing beats reality like killing turtles while high on shrooms and flying with a cape
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Old 01-04-2009, 05:30 PM   #437
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

I'm glad kit requesting is becoming more limited. It was stupid to see lemmings pooring out of a rallypoint fully armed with LATs, LMGs, and 203s. How does a couple backpacks contain enough supplies to keep a squad supplied for the whole round? Not to mention the squad leader and 2 members carry around these backpacks, so they can't contain that much equipment. This new system will force us to organize as a team where we setup our forward bases, and then protect that base, as it will be the main resupply point. Right now squads run off to the enemy flag, setup a rallypoint and basically ignore the rest of the team. Theres great teamwork to be had in PR(Pub games) right now, but it's almost always inner squad teamwork. You never see the whole team working together for any common goals, apart from overall victory.
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Old 01-04-2009, 05:54 PM   #438
Spaz
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Default Re: [Gameplay] Logistics

@WilsonPL: You may have missed this.


http://www.realitymod.com/forum/f12-...an-forces.html


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Old 01-04-2009, 05:57 PM   #439
Spaz
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Default Re: [Gameplay] Logistics

ah nevermind.


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Old 01-04-2009, 06:19 PM   #440
SuperTimo

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by badmojo420 View Post
How does a couple backpacks contain enough supplies to keep a squad supplied for the whole round? Not to mention the squad leader and 2 members carry around these backpacks,
Its not the same sqd you have there.

the rally points represent reinforcements. these reinforcements would have the correct equipment. i.e. LATs etc


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