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Old 01-07-2009, 03:57 AM   #541
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by jeeao View Post
You find it more realistic to drive to a run-down tank and drop a crate from an unlimited supply and have it repair the tank within a vicinity?
Visually, no. But, use your imagination and think of the "crate" that the supply truck drops as a vehicle repair crew and their gear. The idea of dropping off a team who will repair the vehicle, is more realistic then the idea of one man hopping out of the 50cal and fixing holes left by 120mm shells, with only a spanner.

Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.
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Old 01-07-2009, 05:05 AM   #542
Skodz
Default Re: [Gameplay] Logistics

Yeah, maybe having 1 ingeneer repairing your armor is not very realistic but in my opinion THIS is the best you can have with bf2 engine limitation and its much better than dropping a repair crate...

You've got to imagine much more stuff with your repair crate then with an ingeneer...

Still love PR*

Btw, will we still be able to request kit from FOB ?

Maybe I look like I'm complaining a lot about this but its only the Logistic changes thats worries me, others 0.85 changes looks very nice such as maps, russian forces, new .50 cal, deviation changes, etc.
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Last edited by [R-MOD]Saobh; 01-07-2009 at 05:49 AM..
Old 01-07-2009, 06:53 AM   #543
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

The realism is in the fact that the repair team can't ride around in the vehicle it's going to fix. 1 person can't realistically fix a MBT by them-self. Imagining 1 person repairing the tank is far fetched. When i see the engineer now, i imagine a team repairing, not one guy wrenching away at a bolt on the tank. That's only what we use to represent a team doing real repairs. Now, instead of having to wrap my brain around fitting that engineer team into a tank along with the tanks own crew, i can imagine the supply truck with mechanics and supplies being dropped off at the tank. It's not the fact that a welding torch and stuff was dropped, so that looks much more realistic, it's the actions that brought that repair to happen.
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Old 01-07-2009, 07:07 AM   #544
Rudd
Retired PR Developer
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Default Re: [Gameplay] Logistics

Best thing would be if the wrench had limited ammo and could only reload it at the repair box, but thats beyond the bf2 engine


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Old 01-07-2009, 07:19 AM   #545
Jonny

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Default Re: [Gameplay] Logistics

I dont think it is, rudd.

It would just have to have limited ammo.

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Old 01-07-2009, 09:27 AM   #546
[R-DEV]Rhino
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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by Dr2B Rudd View Post
Best thing would be if the wrench had limited ammo and could only reload it at the repair box, but thats beyond the bf2 engine
not possible or we would have done something like that a long time ago thou this new method IMO is better any ways.


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Old 01-07-2009, 10:48 AM   #547
[uBp]Irish

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by badmojo420 View Post
Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.
Wrong.

Repair crates are on an unlimited Ammo Counter. Drop one, it lasts 5 mins. If you already have one out, you move up, drop another and the previous one disappears.

Source:

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Rhino, that's wrong.

The repair crate doesn't run out. Each truck can deploy one at a time with a 30 second reload timer.


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Old 01-07-2009, 08:23 PM   #548
viper759
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by badmojo420 View Post
The realism is in the fact that the repair team can't ride around in the vehicle it's going to fix. 1 person can't realistically fix a MBT by them-self. Imagining 1 person repairing the tank is far fetched. When i see the engineer now, i imagine a team repairing, not one guy wrenching away at a bolt on the tank. That's only what we use to represent a team doing real repairs. Now, instead of having to wrap my brain around fitting that engineer team into a tank along with the tanks own crew, i can imagine the supply truck with mechanics and supplies being dropped off at the tank. It's not the fact that a welding torch and stuff was dropped, so that looks much more realistic, it's the actions that brought that repair to happen.
we'll see how it goes, but from what ive seen there is a much more realistic chance a sniper will be out driving your repair vehicle. or it will be almost exactly the same thing as now, one guy following the tanks in a repair vehicle waiting for them to need repairs.
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Old 01-07-2009, 09:21 PM   #549
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [uBp]Irish View Post
Wrong.

Repair crates are on an unlimited Ammo Counter. Drop one, it lasts 5 mins. If you already have one out, you move up, drop another and the previous one disappears.
WTF?


Quote:
Also there is no unlimited supply of repair crates, you have 1, only 1. If they could make it so you pick it up after repair, I'm sure they would have. Otherwise they need to make the ammo infinite but the last one disappears. They're doing the best possible with the limitations of the bf2 engine. In a perfect world, we would have crews of NPCs that you pick up at main and drop off to repair the tank. Or even have the NPCs drive there. Or tow the vehicle, or airlift it out. But this is the price we pay for playing a modification and not a purpose built game.
What am i wrong about?
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Old 01-07-2009, 09:29 PM   #550
badmojo420
Supporting Member
Default Re: [Gameplay] Logistics

Quote:
Originally Posted by viper759 View Post
we'll see how it goes, but from what ive seen there is a much more realistic chance a sniper will be out driving your repair vehicle. or it will be almost exactly the same thing as now, one guy following the tanks in a repair vehicle waiting for them to need repairs.
Just like how snipers currently use jeeps as a taxi? Or how about the APCs, i can see people 1 manning them to their destination, jumping out and requesting a kit, and running off leaving the apc abandoned. Theres a million ways players can disrupt proper game play. Look at it this way, when someone tries to 1 man a Tank, people notice, and complain or take action to kick that player. When someone 1 mans a supply truck, nobody really notices because that supply truck isn't the backbone of the team. But in .85, it will be, so i believe the players will do the same as they do for tanks now. Maybe it's just wishful thinking.
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