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Found 8 results

  1. So for a while now we have had the current system of points allocated to trucks and technicals that slowly get dumped on any old radio station to become a FOB and place down assets and resupply soldiers. While up to now we have only had trucks and select cars to transport such resources it seems adequate. However, with the addition of helicopters on the horizon a slow trickle of supplies emptying from the reservoir to the fob will be less and less feasible, as it means the helicopter would need to be landed for a longer period and thus drawing more attention to the FOB location possibly giving it away. If for a solution we look at other similar titles (Project Reality being the obvious choice) then a crate system might seem feasible. What I would rather suggest is a melding of the systems. Instead of just dumping a number in to a supply point radio, I'd rather there be crates in the trucks that carry a certain amount of supplies (marked in the fob HUD the same as always). This would make it faster and easier to deploy a large amount of points for helicopters and trucks alike. Possibly this would eliminate the need of placing down ammo points to access the ammo pool of the FOB as you could just walk up to the ammunition crate dropped by either helicopter or truck and request supplies directly from it. And it would help to keep helicopters out of harms way by forcing them to land for a solid minute to drop supplies. For supplies of course the different types would have different crates worth a set amount of points (as in 1 crate full of ammo and one crate full of building supplies). These supplies would also drop in larger quantities at once and would force the truck to take the entire crate with it if it wants to take the points. Leaving the FOB either with no supplies or the remaining other crates. Additionally the crates and fobs are not confined to each others location and would just function as follows: If a crate containing supplies is within the radius of a FOB then it's supplies are added to the FOB, if it is not then the supplies can only be accessed by and (ammunition) to allow people to rearm in the field if need be. Other than all these reasons it would also give trucks an easy way to gauge the amount of supplies in the truck by how many crates there are and possibly what type if the crates of supplies are distinct enough. I'd like peoples opinions on either melding the systems, keeping it as it is, changing logistics entirely or any other suggestions.
  2. So I got the shitty idea of limiting the amount of supplies in the mainbase, not to limit the amount of fobs people can stamp out of the ground. More that it will periodically have to be refilled by an AI truck driver or truck convoy from off the map. This could be seen as a way of limiting super fobs at the start popping up everywhere or just limiting the amount of fobs that can be made at the start. Though of maps with helicopters an AI chopper that periodically flies to and from the main to offmap would be something to make the main base more lively after round start. Aside from the rando new guy joining the server or asset whores waiting for their assets. Then again this is just another thing to sink performance power in for servers and slowing down the game. It would also need some AI scripting and would most likely just annoy the shit out of logistics squads about who took the last supplies as there won't be any more goddamn supplies till 10 minutes later when the truck/convoy arrives. You doomed our team you damned blueberry!
  3. This suggestion really applies mostly to public games that are not organized within a clan setting. But typically logi trucks gets used once at the start of the game and then get left on the map. Resulting in frustrating games where there are logi trucks stranded and no fob up to spawn anywhere. It is a very real reality that public players do not want to be a logi driver as it's game play is inherently "boring". It's funny that one of the most important parts of the game (the logi) is also the most boring. I have 3 Suggestions to help this issue and then everyone can discuss what they think about it. 1. Logi truck drivers and passengers get access to binoculars / and or a zoom function while in the truck. This would provide slightly more interesting game play as the driver would be able to be his own recon of a sense, spotting the best routes to supply fobs away from enemy vehicles and what not. This is a small change that could add some flavor to the logi truck and could help the lack of interesting game play . 2. Air Drop supply: Once every 10-15 min a Squad leader can call in a supply via air drop. Friendlies and enemies would be able to see the air drop descend to the ground and Friendlies would need to secure the airdrop once it lands in order to add the supplies to the fob. This will also give clues to the enemy where the fob location is, as you would have to have the airdrop land within the fob zone to add the supplies. (i imagine this suggestion might be in conflict when helicopter supple runs become a thing but i thought it would be good to bring it up in case.) 3. Allow vehicles to carry a SMALL amount of construction supplies depending on the vehicle and its realistic caring size. (example: striker/warrior/BTR could carry 800 construction. MRAP/MTLB/ could carry 400 supply etc. numbers could be adjusted for what ever balance was needed.) This change addresses the issue of the logi having TOO MUCH emphasis placed on it as the only way to supply fobs. It's still a valuable asset as it would still provide the most amount of supplies in 1 given run but with this change you have some options if logis are stranded. EDIT* I forgot that vehicles already have this ability but just at lesser amounts than I suggested. Hope you like these suggestions, let me know what you think.
  4. New Truck that acts the exact same way as an ammo box does, Allows resupply of ammo, bandages, and to change kit. Park it in a safe place close to rally, would help situations when there is no active fob, or sl is out of position without ability to place fob and ammo box. Allows players to be supplied in other ways besides a ammo box and provides a unique element of having a mobile ammo crate. Squad 2 radios squad 1 to have them take the supply truck to resupply a heavily worn down squad 2 with no bandages or ammo. Reduces the risk of placing a fob just for ammo and then your squad is killed and loses fob and loss of tickets. Placing a fob just for ammo crate is time consuming and risky. This provides other options, and options are good on the battlefield. PEACE Gnarleus
  5. I like to see a icon confirmation for unloading, reloading supplies and reloading vehicle weapons. Similar like the one we have for repairing vehicle. Purple for supplies and yellow for ammo.
  6. Hi all, We're running a training server and we would like to know if there is a way for SuperAdmin to increase via Console Command the supplypoint. We would like to use this feature for our training session. Thanks in advance.
  7. Supplies motha******!

    Hey there. Quick little suggestion... I just read a thread about what was to come, and that made me think... If you guys are adding trucks and such, and if it's going to be somewhat like in Project Reality, with Logi-trucks who drops crates and such, would it not be a good idea to disable the Squad leaders ability to create ammo crates?? Cause as it is now - I think one of the major reasons as to why people like to build their little FOB's on objectives and what not, is that it's basicly their "little box". They can stay there indefinitely, cause they have infinite ammo. What if you disabled that option?... 1: You'd have less Super-FOB's and FOB's build right on top of the objective, as it would be very, very difficult to keep fighting once your guns go *click*, with no means of re-supplying a hot-zone. 2: You'd have an actual job for people who would like to run logistics, adding another purpose to the game. 3: People will actively have to request supplies, to keep fighting, like in Project Reality. Or ... Instead of removing it completely, you could have your squad leader place an ammo crate, which will eventually empty, thus requiring a resupply from a logistics vehicle. Either in the form of a logistics vehicle dropping a crate close to the FOB or for someone to manually transport it inside the FOB to resupply the ammo. What'dya guys think about this? ​
  8. In-depth logistics

    Relatively simple concept. Somewhat ties in with Tartantyco's Materiel system: http://forums.joinsquad.com/topic/90-resource-based-spawning-system/ Spawning and building would be unaffected, but the intent of this system is to have resupply managed in a more realistic and in-depth fashion Situation: An infantry squad is running low on ammunition, and call for a resupply. The logistics driver or pilot asks what they need, the squad replies "# X mags, # AT launchers, # bandages". The logistics player opens a menu when in-vehicle, and fills a supply crate with the requested items. The crate is dropped off, the squad gets everything they need, dependent on whether the crate fits it all. Project Reality had ammo as a universal thing, resupplying everything from rifles to HAT launchers from the same pools. This caused problems because it didn't allow the players resupplying to prioritise what they wanted resupplied from their kits, often leading to a popped crate before the AT launcher they really need to use is replenished. As an extension to this system, when squad leaders request supplies, they could have a menu that sends a crate loadout to the logistics/transport squad and they can apply it to their crate, with gui elements reflecting which squad needs it, when they needed it and their current location on the map highlighted. This means you can't build FOBs from ammo crates (Materiel), and can't resupply off crates intended for building.