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Old 01-05-2009, 02:15 AM   #451
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

Anywhere a tank goes you can drive a cmd truck to. It's not like the civie car that blows up after a couple bumps.
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Old 01-05-2009, 02:46 AM   #452
[R-DEV]Deer
PR Mapper Team
Default Re: [Gameplay] Logistics

I still dont get the APC thingy..

After APC transports 1 load of troops to frontline, it can choose to go pick up 2nd load, or go own enemies who doesnt get AT kits from rallypoints anymore. Realisticly how many ppls would actually turn around and pick up more troops with APC if they dont do it even with a truck which doesnt have turret ? I think just few ppls will do that in public servers.

2nd point is that which one is actually more effective way to use your APC when thinking about team's victory, go pick up more troops, or let them walk slowly while you use APC to stop enemy team's movement towards flag zone completely ?

It is indeed very difficult to make players use vehicles realisticly instead of abandoning them around, APCs are surely vehicles what players are not abandoning but APCs are also vehicles what players use as tanks so they arent really up for being taxi or "buss" while driving APC. I think if APC would NEED infantry around itself, it would try to get infantry around itself, infantry must offer something usefull for APC, something that is worth something in the game and it should be so simple thing that everyone can understand it.

Or casualplayer-friendly solution would be that limited amounts of players could spawn into APC, like 4 per 10minutes, or something. It is so simple solution that it works no matter how silly players are.
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Last edited by [R-DEV]Deer; 01-05-2009 at 04:41 AM..
Old 01-05-2009, 03:05 AM   #453
jeeao
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by badmojo420 View Post
Anywhere a tank goes you can drive a cmd truck to. It's not like the civie car that blows up after a couple bumps.
Have you ever tried driving a stationary cmd truck up a hill without momentum? Tanks have more HP and Torque than a CMD truck. It is not a matter of it blowing up or not. Also even if you manage to get the truck up there, the supply crates dont exactly fix themselves to the ground, they will slide off.
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Old 01-05-2009, 04:22 AM   #454
Drude
Default Re: [Gameplay] Logistics

ok, seems like these changes are going to be great... but only if you play in a community server etc. pr is once again drawn away from "casual gaming" and this will drop player rates and make only few playable servers which will be crowded.

i wish bf2 would have queuing option in server browser
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Old 01-05-2009, 05:38 AM   #455
-=TB=-Tobakfromcuba
Supporting Member

-=TB=-Tobakfromcuba's Avatar
Default Re: [Gameplay] Logistics

no FOB vehicle spawn, 2 seated commandtrucks, apc crews going off alone...mhh, i guess i know the upcomming sommer hit
YouTube - i would walk 500 miles


jking, i like most the stuff changes, its time for new things and tryouts.
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Old 01-05-2009, 05:56 AM   #456
space
Banned
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by -=TB=-Tobakfromcuba View Post
no FOB vehicle spawn, 2 seated commandtrucks, apc crews going off alone...mhh, i guess i know the upcomming sommer hit
YouTube - i would walk 500 miles


jking, i like most the stuff changes, its time for new things and tryouts.
It wont be that bad - think how a humvee is used now - you drive to an area, and then often one or two guys stay in the humvee and give support with the .50 cal.

The transport APC's will only have a 0.50 cal and although they take twice as long to spawn, they are also alot harder to kill. There will be a slight difference in the travelling time though as, they will only spawn at main base, rather than a FOB.

Main problem with the change for me, is that it ties a 1/3 of the squad up in a vehicle with crewman kits - if maybe the gunner or even gunner and driver could use the apc without a crewman kit (just on the transport apc's) I think it would work better.
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Old 01-05-2009, 06:03 AM   #457
RCMoonPie
Supporting Member

RCMoonPie's Avatar
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Bulldogwsm View Post
I think he ment in the new patch we wont be able to repair a vehicle.

Will he be able to repair bridges?
It doesnt sound like it....by all descriptions made and the lack of response, leads me to believe that PR is digressing back to the Vanilla method....basically crate/box left near the object to be repaired.
Please.....any dev correct me if Im wrong......and I hope I am.


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)
So....what if I am on Kashan, US side, in a tank helping helping to take the south bunker....and I need repairs? A supply truck drops off a single crate at my location.(if I am lucky to get this new 2 seater that will most likely be one-manned) I am waiting on repairs to slowly happen....and then my box disappears. By the above post's logic.....I am expected to limp back to base to get full repairs.....removong me and my vehicle from the battle....instead of helping with a potential push forward to other flags?

And now.....with the rally-point reformatting.....If I am attacking that same south bunker as infantry.....and I was carrying a Auto Kit, a grenadier kit, or a LAT kit.....and if I am killed.....my squad will have to do without.....at least for a long time.
I will have to either spawn at the main to get it back......and pray I have a ride from a pubby who is one-manning the new 2 seater truck or some other form of APC that is most likely relocated to a single squad that isnt mine.....or spawn at my rally and beg my pubby SL to request a resupply from the same one-manned truck......or hope that some other pubby had the forethought to place a box or a repair point somewhere close by......and try to get to it before it disappears to magically re-appear somewhere else for the next squad down the line at a new flag.


There is a saying common here in the states...."If it isn't broke...don't fix it."

I am sure someone (or several someones) placed a lot of time and effort into this new logistics system. And I am appreciative of all work done on this mod.

But I truly believe that in many instances....some artists do not know when to put the brush down.

I know we all want a great deal of "realism" in PR....but realism doesnt have to mean over-complicating or the fixing of something that wasn't broke.
It's a game based on reality....it isnt reality.

I hope I am wrong.....but it seems to me that some of these changes could be potential PR breakers.

"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
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Old 01-05-2009, 06:21 AM   #458
Skodz
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Sabre-Oz View Post
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.
No, your wording was ok, I was talking about the actual kit limitation system.
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Old 01-05-2009, 06:24 AM   #459
Skodz
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-CON]Deer View Post
I still dont get the APC thingy..

After APC transports 1 load of troops to frontline, it can choose to go pick up 2nd load, or go own enemies who doesnt get AT kits from rallypoints anymore. Realisticly how many ppls would actually turn around and pick up more troops with APC if they dont do it even with a truck which doesnt have turret ? I think just few ppls will do that in public servers.

2nd point is that which one is actually more effective way to use your APC when thinking about team's victory, go pick up more troops, or let them walk slowly while you use APC to stop enemy team's movement towards flag zone completely ?

It is indeed very difficult to make players use vehicles realisticly instead of abandoning them around, APCs are surely vehicles what players are not abandoning but APCs are also vehicles what players use as tanks so they arent really up for being taxi or "buss" while driving APC. I think if APC would NEED infantry around itself, it would try to get infantry around itself, infantry must offer something usefull for APC, something that is worth something in the game and it should be so simple thing that everyone can understand it.

Or casualplayer-friendly solution would be that limited amounts of players could spawn into APC, like 4 per 10minutes, or something. It is so simple solution that it works no matter how silly players are.
At =QTF=, we enjoy using it as effective fire support for infantry, especially on Insurgency, hopefully there will be atleast 1 APC for each squad when they'll remove light transports... In no way I will let my Fire Support APC to leave us on the field to go taxi an other squad...
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Old 01-05-2009, 06:26 AM   #460
Skodz
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by RCMoonPie View Post
There is a saying common here in the states...."If it isn't broke...don't fix it."

I am sure someone (or several someones) placed a lot of time and effort into this new logistics system. And I am appreciative of all work done on this mod.

But I truly believe that in many instances....some artists do not know when to put the brush down.

I know we all want a great deal of "realism" in PR....but realism doesnt have to mean over-complicating or the fixing of something that wasn't broke.
It's a game based on reality....it isnt reality.
Very true
Skodz is offline
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