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Old 01-04-2009, 07:28 PM   #441
badmojo420
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Default Re: [Gameplay] Logistics

I always looked at the rallypoints like an 'insertion point' A place where a reinforcements would be dropped off and told to meet up with the squad. I could never imagine that little bag containing an unlimited supply of weapons for those troops when they got there. A crate on the other hand is more believable to contain weapons and equipment. I don't think it will be a problem, as a good logistics squad will be dropping crates off at friendly rally points. It would be happening now, to supply ammo, but the risk of enemies using those crates makes most people think twice about pooping out crates in less then secure areas.

A question, since we can't request kits like HAT and sniper at firebases, will they be requestable from crates now?
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Old 01-04-2009, 08:29 PM   #442
jeeao
Default Re: [Gameplay] Logistics

So if wrenches can't repair how are we going to fix tracked tanks? We are going to have to send a truck up there and drop a crate removing the old one?
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Old 01-04-2009, 08:45 PM   #443
FLOZi

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Default Re: [Gameplay] Logistics

Quote:
Yep, I agree. Automatic Rifleman and Grenadier are basic weapons that make up the basis of a real fireteam, so why should they have to go find a place to get one when really they would have it from the get go???? If anything, Automatic Rifleman should take the place of the engineer spot and Grenadier could use a spot since they are actually prevalent on the battlefield, but I am fine with keeping it as requestable as long as it can be requested from a rally to prevent spammers.
A big +1 to this, I have read regarding British Army, albeit from a not incredibly reliable source;

Quote:
Each fire team has two IW, one with an underslung grenade launcher, one LSW and one LMG.

An infantry section now consists of:
Charlie Fireteam:
Corporal (in command of section and Charlie fireteam) equipped with L85A2
Rifleman equipped with L86A2 LSW
Rifleman equipped with L85 with underslung grenade launcher
Rifleman equipped with Minimi LMG
Delta Fireteam:
Lance Corporal (second in command of section and in command of Delta fireteam, responsible for administration of the section, ammunition and its conservation, rotas for sentry duty, etc)
Rifleman equipped with L86A2 LSW
Rifleman equipped with L85 with underslung grenade launcher
Rifleman equipped with Minimi LMG

As well as this, most infantrymen are equipped with a LAW, smoke and HE grenades.

Stop the fascist BNP
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Old 01-04-2009, 08:47 PM   #444
FLOZi

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Default Re: [Gameplay] Logistics

Ach, stupid lack of edit. Also Canadians have 2 C9's (Minime) per 8 man section. Of course due to engine limitations we are forced to ahve squads/sections of 6 men in PR, but even so they should surely have at least 1 SAW and 1 GL per squad?

Stop the fascist BNP
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Old 01-04-2009, 11:43 PM   #445
[R-DEV]Sabre-Oz
PR: ArmA2 Developer
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Default Re: [Gameplay] Logistics

I would agree the squad 'basics' should be available from rally points, even if it is just 1x GL, 1x Light AT and 1x LMG, btu then again maybe this will convince people to 'value' there 'virtual lives' abit more which in my eyes would only improve game play.


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Old 01-05-2009, 12:40 AM   #446
Skodz
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Sabre-Oz View Post
I would agree the squad 'basics' should be available from rally points, even if it is just 1x GL, 1x Light AT and 1x LMG, btu then again maybe this will convince people to 'value' there 'virtual lives' abit more which in my eyes would only improve game play.
BUT, I believe, lot of serious players (including QTF) already value their virtual life and try to be careful but its a war sim... Peoples dies... When you cannot request a rifleman at kit anymore because you have been killed, since its the only 1 the team can get, it can be very, very frustrating... Everyone will die no matter how careful you are. And not being allowed to use a kit anymore because you have been shot is not cool.

I understand the need for control to reduce kit wasting but too much is like not enough...

A good example for this is on Muttrah City, have fun when you have a bad BTR-90 crew and no more Rifleman AT kit available.
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Old 01-05-2009, 12:41 AM   #447
Skodz
Default Re: [Gameplay] Logistics

Edit: (Can't edit original post...)

I understand and agree with the limitation to enforce care for virtual life and to avoid kit spamming but as mentionned, too much is like not enough.
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Old 01-05-2009, 01:00 AM   #448
[R-DEV]Sabre-Oz
PR: ArmA2 Developer
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Default Re: [Gameplay] Logistics

I didn't mean 1 per the whole team, i meant keep the Grenadier, Automatic Rifleman and Rifleman AT kits how they are. As i understand exactly what you are saying and that's why i said i'd agree if they were still available from the rally, maybe i just failed to word it correctly.

For me lately serious games of PR have been few and far between, maybe its just like a silly season before .85 who knows.


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Old 01-05-2009, 01:21 AM   #449
Teek
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by jeeao View Post
So if wrenches can't repair how are we going to fix tracked tanks? We are going to have to send a truck up there and drop a crate removing the old one?
You drive up and drop a repair box. It will replace your previous repair box, but losing the previous box shouldn't matter because the repair boxes have ~5 minute time limit and what ever was repairing at the old one can drive back to base (or you can go back)


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Old 01-05-2009, 01:59 AM   #450
jeeao
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Teek View Post
You drive up and drop a repair box. It will replace your previous repair box, but losing the previous box shouldn't matter because the repair boxes have ~5 minute time limit and what ever was repairing at the old one can drive back to base (or you can go back)
There are several problems with this update. What if the tank is out of reach of a command truck? Take for example bumpy hills on Kashan Desert.
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