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Old 01-05-2009, 02:47 PM   #491
[R-DEV]Drav
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Default Re: [Gameplay] Logistics

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Originally Posted by Th3Exiled View Post
Oh my, looks like my quoting has failed again.... And I was sure I set it up properly, damn lack of edit button...
Hehe, just realised the time, the suns just coming up, its 4:45 Am and I haven't slept yet.

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I know the feeling, 24 hours just isnt enough.....
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Old 01-05-2009, 03:21 PM   #492
Hotrod525

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Default Re: [Gameplay] Logistics

i have read alot of you're answer, and seriously i think that was just the kick-in-the-ass PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.


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Old 01-05-2009, 03:28 PM   #493
arjan

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Default Re: [Gameplay] Logistics

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Originally Posted by Hotrod525 View Post
i have read alot of you're answer, and seriously i think that was just the kick-in-the-ass PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.
In a further release it gets rplaced by a btr 80 read better

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Old 01-05-2009, 03:41 PM   #494
space
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Hotrod525 View Post
i have read alot of you're answer, and seriously i think that was just the kick-in-the-ass PR community was needed, the new way of logistic will made SOLOING so HATED than anyone who try gonna been votekicked in minutes. It will also provide MECHANIZED INFANTRY tactics, there are already ingame but no one use it cause hey, why take an apc when we can get our own supply truck for the squad...

Now the only thing i think APC should need to fit theire role is the removing of the "overheat" on atleast the LAV25 cause BTR80 just own it, and i got a question why did RUSSIAN got BTR60 and CMO had BTR80 !? I miss something.
All the transport APC's will only have .50cals - read better :P
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Old 01-05-2009, 03:43 PM   #495
[R-DEV]Rhino
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Default Re: [Gameplay] Logistics

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Originally Posted by daranz View Post
Wait, what?

The dev journal says that trucks get an unlimited amount of repair crates. Which is it?
I'm pretty sure what db meant in his post is that you can reload as many as you like from the vehicle depo, but you must return to base to reload. I have not tried the newest code for this but no one has told me there is a change and I'm sure I would have heard if there was going to be a large change like this.


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Old 01-05-2009, 04:06 PM   #496
[uBp]Irish

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Default Re: [Gameplay] Logistics

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Originally Posted by [R-DEV]Rhino View Post
I'm pretty sure what db meant in his post is that you can reload as many as you like from the vehicle depo, but you must return to base to reload. I have not tried the newest code for this but no one has told me there is a change and I'm sure I would have heard if there was going to be a large change like this.
So you have repair crates and supply crates.

Assuming in this hypothetical situation we use the same amount of supply crates the current trucks have.

.85 Logistics truck then have 1 repair crate (5min timer, close proximity repair), and 2 Faction Specific Supply Crates that are use to build Firebases, Bunkers, give ammo, and can be used to request kits from

Both once used, have to be reloaded from the CP/Ammo Depot at the main base? 2 Seats per truck.


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Old 01-05-2009, 05:27 PM   #497
[R-DEV]Rhino
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [uBp]Irish View Post
So you have repair crates and supply crates.

Assuming in this hypothetical situation we use the same amount of supply crates the current trucks have.

.85 Logistics truck then have 1 repair crate (5min timer, close proximity repair), and 2 Faction Specific Supply Crates that are use to build Firebases, Bunkers, give ammo, and can be used to request kits from

Both once used, have to be reloaded from the CP/Ammo Depot at the main base? 2 Seats per truck.
yes apart from the Command Post dose not give ammo or repairs to vehicles any more for the simple reason that the vehicle depo dose that job now...

its just the same as what we have now with supply crates in v0.8 as you reload them at the command post just that in .85 you will reload your supply crates and your repair drop at the vehicle depo...

is it really that hard to understand?


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Old 01-05-2009, 05:36 PM   #498
Blakeman
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Rhino View Post
is it really that hard to understand?
I thought like the others in that it meant that Truck A leaves main and drops off his supply crates for the infantry. Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls ass over to it and drops another repair crate for the apc, making the original repair crate for the tank disappear. This is how I understood it from the original post, in that you could have only one repair crate 'active' but it didnt have to be reloaded.

So basically a repair crate is just like a normal supply crate but repairs vehicles and is only 1 per truck, got it.
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Old 01-05-2009, 05:41 PM   #499
[R-DEV]Rhino
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Default Re: [Gameplay] Logistics

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Originally Posted by Blakeman View Post
Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls ass over to it and drops another repair crate for the apc, making the original repair crate for the tank disappear.
what would be correct is:

Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls ass back to main base to reload his repair crate, then gets its ass over to the APC and drops another repair crate for the apc, which IF he did this all under 5mins from the time he deployed that first repair crate for the tank then that would make the original repair crate for the tank disappear. What is more likly to happen is that cycle will take longer than 5mins so the 1st repair crate would have already expired by the time the truck gets back to base, reloads the repair crate and then gets to the APC.


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Old 01-05-2009, 06:28 PM   #500
Blakeman
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]Rhino View Post
what would be correct is:

Then a Tank needs repairs so he hauls over and drops his repair crate. The tank finishes repairing and then an APC calls up so the truck hauls ass back to main base to reload his repair crate, then gets its ass over to the APC and drops another repair crate for the apc, which IF he did this all under 5mins from the time he deployed that first repair crate for the tank then that would make the original repair crate for the tank disappear. What is more likly to happen is that cycle will take longer than 5mins so the 1st repair crate would have already expired by the time the truck gets back to base, reloads the repair crate and then gets to the APC.
Mind interjecting this into the original? I know I am not the only one who thought it was the way I explained it.
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