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Tartantyco

Resource-based Spawning System

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GO HERE FOR THE UPDATED VERSION

 

 

 

 

The variety and emergent properties of Project Reality relies heavily on the game's resource system and FOB construction. It is one of the key facets that makes PR so replayable, even on year-old maps that have been played thousands of times. Teams are forced to maintain supply lines, it creates dynamic strategic and tactical objectives, it creates a wider variety of roles for players, and makes success more dependent on teamwork.

 

I suggest an over-arching resource-based spawning system be the ultimate goal of Squad. An underlying resource, referred to as "materiel" for the purposes of this post, should pay an integral part in all spawning outside of the main base. Materiel would be available for free, and in unlimited quantity at the main base and in certain class kits*. This materiel would be a necessary resource for the deployment and continued functionality of Rally Points and FOBs.

 

As stated, materiel will be freely available at the main base, and it can be extracted by infantry and vehicles alike. Some can only rearm, while others, like supply trucks and transport choppers, can hold and transport large quantities.

 

To deploy a Rally Point or FOB, you need a base quantity of materiel provided within the area. Let's say 50 for RPs and 300 for FOBs as completely arbitrary numbers.

 

Spawning on these points consumes materiel. A materiel cost will be withdrawn from the spawn point's materiel total based on the equipment of the spawning player. If you're spawning with an AT weapon, that costs more than if you're spawning as a plain rifleman. Let's say a Rifleman costs 10 materiel, a AT rifleman costs 20.

 

As people spawn on the spawn points, and the points are depleted, they become unspawnable. If the FOB only has 15 materiel left, you can spawn as a Rifleman, but not as an AT Rifleman.

 

To make it possible for players to respawn again, you have to transport more materiel from the main base to the FOB or RP, or you can move materiel from an overstocked spawn point to another one, or to deploy a new one.

 

RPs and FOBs below a minimum materiel threshold that are not spawned on or occupied after a set amount of time are removed.

 

The advantages are many:

 

You have an underlying logistical system that creates a natural movement of team forces. Teams are restricted by supply lines and map geography, and strategic and tactical opportunities are made available.

 

Avoids cheese tactics like infinite spawn points behind enemy lines(Or infinite spawn points, at all).

 

Rewards good teamwork and punishes bad teamwork.

 

Limits spawn points without any artificial limits on spawn points.

 

Limits kit availability outside of main based on quality of teamwork, not artificial restrictions.

 

 

* (Note: Materiel quantities and costs would be such that you can't spawn tons of Riflemen with ammo bags on a RP to sustainably resupply it)

Edited by Tartantyco

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i think in the short term we MAY use a material like value to enable SLs to allocate resources, equipment and maybe even kits. 

 

its one way we have talked about to introduce resource management and not have it be too tied to shipping around crates. 

 

;)

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I think it's an interesting concept similar to that of the Company of Heroes resource management system, it would be an interesting design challenge to fit that into an FPS context.

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It's not just about "shipping crates around". It's an emergent game mechanic that allows for greater strategic and tactical opportunities, in turn providing a more dynamic and replayable game. The basic concept is pretty simple, you take materiel from point A to point B to build and maintain spawn points. However, the gameplay consequences of that are far greater than the sum of its parts:

 

First of all, it necessarily requires and rewards teamwork and communication. If your team is not supplying their spawn points, you can't reinforce positions or continue an attack. If your team is playing carelessly, it will deplete spawn points quicker.

 

Strategically, it requires greater consideration of FOB placement. You need to find places where the spawn point facilitates your team progress, but is also relatively safe to resupply. No more placing FOBs inside Kashan Bunker for infinite spawns. You have to reliably get vehicles in there to keep the FOB operational.

 

Tactically, it allows for objectives outside of AAS points, created by player behavior. For instance, a squad can operate behind enemy lines to cut off supply lines, starving the enemy of front line reinforcements. This again means that teams need to consider reconnaissance and good communication to keep tabs on enemy movement. You may also have to hold a location on the map simply because it is a bottleneck for your supply lines to the front. 

 

It allows for a greater range of combat roles. As mentioned, recon becomes more valuable, logistics becomes important, sabotage squads become viable, etc. This, in turn, means the game becomes interesting to a greater audience. For instance, I love doing logistics in PR. I could drive trucks around, dropping off supplies, building FOBs, and transporting people all day.

 

 

And that's just a little bit of what you gain by this very simple concept. From just "shipping crates around".

 

 

The only real danger is manpower dilution. This was also an issue in PR, where some systems required more manpower to properly utilize than you could reasonably assign without losing considerable fighting power. With 32 players per team, operating logistics and mortars was too costly manpower-wise to get a return on your investment. With 50 players per team, it was a reasonable cost. So, you have to balance out labor intensity and manpower cost to ensure that the system doesn't fall prey to manpower dilution.

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With 32 players per team, operating logistics and mortars was to costly manpower-wise to get a return on your investment. With 50 players per team, it was a reasonable cost. So, you have to balance out labor intensity and manpower cost to ensure that the system doesn't fall prey to manpower dilution.

 

Someone mentioned that they were aiming for 40v40.

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Fantastic idea, will be taking it into consideration.

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Exactly..  until we have a size and stability that lets us have 100 player servers its not something we can commit to. (it MIGHT work at 40 vs 40) 

 

I think there are a lot of other things we can do to encourage emergent gameplay and logistics would be one of them as an already proven system. 

 

1. Map based secondary objectives that may or may not occur.  Let players deal with unpredicted adversity. 

 

2. Flag and spawn layouts that change from round to round forcing player to play the map from new angles and configuraitons 

 

3. map based configurable asset deployment. Let the SLs and CO decide which assets to bring into battle before the round starts based on resource allocation

 

4. Deloyables with much more integration into the environment. - Blockade a road, lay down barbed wire, fixed firing points etc. 

 

the list goes on and on. 

 

The biggest thing will be.. does the feature development make sense in the contexts of what we actually able to do..ie performance and server size. 

 

Will be interesting for sure.. 

 

thanks for the ideas. 

 

 

 

It's not just about "shipping crates around". It's an emergent game mechanic that allows for greater strategic and tactical opportunities, in turn providing a more dynamic and replayable game. The basic concept is pretty simple, you take materiel from point A to point B to build and maintain spawn points. However, the gameplay consequences of that are far greater than the sum of its parts:

 

The only real danger is manpower dilution. This was also an issue in PR, where some systems required more manpower to properly utilize than you could reasonably assign without losing considerable fighting power. With 32 players per team, operating logistics and mortars was too costly manpower-wise to get a return on your investment. With 50 players per team, it was a reasonable cost. So, you have to balance out labor intensity and manpower cost to ensure that the system doesn't fall prey to manpower dilution.

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Let me write up a more detailed and concrete implementation suggestion here, so readers can more clearly see the functionality of the system, and the potential for extending that functionality as the game grows. I'll add to this post over time.

 

Numbers used in this explanation are purely illustrative, and not representative of functional values.

 

Fundamentals

The system is based around the resource of "Materiel". The resource is freely available in unlimited quantity at the main base from interactive extraction points(Analogous to PR Supply Depot). All units can rearm from it, infantry can extract and carry certain quantities of it(Based on weight or kit restrictions), and vehicles can carry various amounts based on their capacity(Examples: Truck:500, Jeep:50, APC:200).

 

Interactive extraction and deployment system: Units should be able to interact with extraction points when within range of them through context menus. You can choose 'Rearm', 'Load X amount', or 'Load Full'. Once you want to use the materiel you can deploy it either directly as a FOB, or as a Supply Dump.

 

A FOB costs 500 materiel, and when deployed it contains those initial 500 materiel for spawning. A basic rifleman costs 10 materiel to spawn, meaning an unsupplied FOB can spawn 50 basic riflemen before being non-spawnable. You cannot rearm using materiel contained in the FOB.

 

A Supply Dump is simply an extraction point, like those at the main base, only it holds a finite value. It can still be resupplied, though. A Jeep can drop a 50 materiel Supply Dump, and keep adding to it on subsequent return trips. Infantry and vehicles alike can rearm from Supply Drops in the same manner as they would at main base extraction points.

 

Resupplying Supply Dumps, FOBs, or RPs works in the same way. Infantry within a range of 10m, and vehicles within a range of 20m of either a Supply Dump, FOB, or RP(Or all) have access to a context menu that allows them to 'Resupply FOB', 'Resupply Supply Dump', or ;Resupply RP'(With quantity options, as well, in case they intend to supply numerous points). To avoid conflicts, FOBs, RPs, and Supply Dumps cannot be deployed within overlapping resupply ranges(So that you can never get the option of 'Resupply FOB' and 'Resupply FOB').

 

Rally Points come built in with 100 materiel for the Squad Leader, giving a base of 10 basic rifleman spawns on the RP. RP materiel cannot be used to rearm.

 

 

Potential extended functionality

The system can also be used in other contexts, such as further asset construction, repairing, and so on.

 

Asset construction: This system can also be used in the construction of assets like HMG nests, foxholes, etc. By adding a construction range to Supply Dumps, you can deploy and construct various assets within that range. The assets, available through context menus when in the Supply Depot construction range, will have an associated cost that is detracted from the Supply Dump.

 

Assets within the construction range of a Supply Dump could also be rearmed from that Supply Dump through a context menu accessible while manning the asset. FOBs would also become deployable assets within the Supply Dump construction range, while still being directly deployable from a vehicle.

 

Forward Repair stations: An additional asset that can be added is a Forward Repair Station, which would also work pretty much along the same logic. You could either deploy it directly, like the FOB, or have it be an asset option within the construction range of a Supply Dump. Vehicles within 20m of it would, through a context menu available to a crewman in the vehicle, be able to 'Repair'. Repairing would use materiel, much like spawning in FOBs, and the Repair Station would be rearmed like a FOB.

 

Kit restrictions: As Irontaxi said, and as I've laid out in this thread, the materiel system can also be used in conjunction with kit restrictions on various levels of the game.

 

 

With the extended functionality, this system would integrate and streamline a lot of the features in Project Reality under a shared logic that makes them all intuitive and easy to use while adding considerable depth to the game. It is also be easily introduced in parts as the game grows, without significantly altering the functionality or logic of the system as it progresses.

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This is a great concept, it'd give people who enjoy logistics and transport a lot more to do for one thing

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Let me write up a more detailed and concrete implementation suggestion here, so readers can more clearly see the functionality of the system, and the potential for extending that functionality as the game grows. I'll add to this post over time.

 

Numbers used in this explanation are purely illustrative, and not representative of functional values.

 

Fundamentals

The system is based around the resource of "Materiel". The resource is freely available in unlimited quantity at the main base from interactive extraction points(Analogous to PR Supply Depot). All units can rearm from it, infantry can extract and carry certain quantities of it(Based on weight or kit restrictions), and vehicles can carry various amounts based on their capacity(Examples: Truck:500, Jeep:50, APC:200).

 

Interactive extraction and deployment system: Units should be able to interact with extraction points when within range of them through context menus. You can choose 'Rearm', 'Load X amount', or 'Load Full'. Once you want to use the materiel you can deploy it either directly as a FOB, or as a Supply Dump.

 

A FOB costs 500 materiel, and when deployed it contains those initial 500 materiel for spawning. A basic rifleman costs 10 materiel to spawn, meaning an unsupplied FOB can spawn 50 basic riflemen before being non-spawnable. You cannot rearm using materiel contained in the FOB.

 

A Supply Dump is simply an extraction point, like those at the main base, only it holds a finite value. It can still be resupplied, though. A Jeep can drop a 50 materiel Supply Dump, and keep adding to it on subsequent return trips. Infantry and vehicles alike can rearm from Supply Drops in the same manner as they would at main base extraction points.

 

Resupplying Supply Dumps, FOBs, or RPs works in the same way. Infantry within a range of 10m, and vehicles within a range of 20m of either a Supply Dump, FOB, or RP(Or all) have access to a context menu that allows them to 'Resupply FOB', 'Resupply Supply Dump', or ;Resupply RP'(With quantity options, as well, in case they intend to supply numerous points). To avoid conflicts, FOBs, RPs, and Supply Dumps cannot be deployed within overlapping resupply ranges(So that you can never get the option of 'Resupply FOB' and 'Resupply FOB').

 

Rally Points come built in with 100 materiel for the Squad Leader, giving a base of 10 basic rifleman spawns on the RP. RP materiel cannot be used to rearm.

 

 

Potential extended functionality

The system can also be used in other contexts, such as further asset construction, repairing, and so on.

 

Asset construction: This system can also be used in the construction of assets like HMG nests, foxholes, etc. By adding a construction range to Supply Dumps, you can deploy and construct various assets within that range. The assets, available through context menus when in the Supply Depot construction range, will have an associated cost that is detracted from the Supply Dump.

 

Assets within the construction range of a Supply Dump could also be rearmed from that Supply Dump through a context menu accessible while manning the asset. FOBs would also become deployable assets within the Supply Dump construction range, while still being directly deployable from a vehicle.

 

Forward Repair stations: An additional asset that can be added is a Forward Repair Station, which would also work pretty much along the same logic. You could either deploy it directly, like the FOB, or have it be an asset option within the construction range of a Supply Dump. Vehicles within 20m of it would, through a context menu available to a crewman in the vehicle, be able to 'Repair'. Repairing would use materiel, much like spawning in FOBs, and the Repair Station would be rearmed like a FOB.

 

Kit restrictions: As Irontaxi said, and as I've laid out in this thread, the materiel system can also be used in conjunction with kit restrictions on various levels of the game.

 

 

With the extended functionality, this system would integrate and streamline a lot of the features in Project Reality under a shared logic that makes them all intuitive and easy to use while adding considerable depth to the game. It is also be easily introduced in parts as the game grows, without significantly altering the functionality or logic of the system as it progresses.

THAT is awesome.

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In adition to this how about points on the map that can be captured and used as forward resupply points, same theory as the one at main base just at strategic points on the map between objectives.

 

The point wouldn't be spawnable, no vehicles would spawn there and you couldn't build a FOB there but you could build emplacements to defend it, these would use the stored material.

 

This also brings up the possibility of making those points depletable but they will automatically replenish over time so it would start at 2000 material, that would be it's cap aswell so it could never have more than it started with, then it gains 50 back per minute so a fully utilised point would take 40 minutes to fully replenish its material.

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I don't see the point of that. It would just be a static Supply Dump with limited utility. It doesn't add anything in terms of gameplay.

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It adds a secondary set of objectives and on big maps makes resupply trips for small land vehicles more managable. It also gives a team the chance to get back in to the fight quicker if they lose all their foward emplacements. It adds an element of area control making it necessary to look after both the primary and secondary objective. It removes the complete reliance of there being a competant logistics squad at all times. It adds a contingency plan in the case of the server not having enough players to manage a logistics squad. Hell you could even implement it so the cap on the amount of material it holds is dependant on the number of people on the server.

 

It's also an indestructable, constant but limited source of material for the team that controls it, similar to the FOBs you would have in a real warzone, but one that can also be overrun by your enemy.

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Ok, I understand what you mean now. I don't think that's going to be a good solution.

 

First of all, the logistics system works as an aggro sink, meaning that if a team is either too aggressive, or the opposing team is being steamrolled, the extending supply lines will slow them down, working as a kind of balance to avoid exactly that common symptom from PR. If you start putting rechargeable extraction points around the map, you're effectively removing that aggro sink and boosting the aggro.

 

Second, those areas will then dictate the supply lines. You will build your FOBs and assets around these extraction points, instead of having FOB placement be dynamic.

 

It just runs counter to the aim of the logistics system. The system inherently scales based on server population, as lower numbers mean less frequent spawning, meaning longer lasting FOBs and RPs. That means manpower requirements scale, as well.

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I always wanted to see forward supply points, or even repair points as secondary objectives, but PR;BF2 is just to small for it. And no you won't kill logistic chain completely, as that resources wouldn't last for long, so unless you would be pushing very fast with minimal causalities you will still need logistics. Also those points could be destroyed by enemies before falling back, so you would have to plan ahead and capture it before they think about destroying it. I would also like some abandoned garages, which you could capture and reactivate by bringing supplies from base. Although forward repair station also could have been destroyed by enemy, you would be risking either don't having enough supply there for repairs, or transporting a lot of resources there which will make i a big target for enemies. It could also work with airports, which will allow to quicker rearm, but at the same time puts aircrafts at risk of being destroyed by diversion team, while landing at main base would be safe. Although it should be implemented only if maps get big enough to handle it.

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Yeah that's what I was getting at Moszeusz, it would only really need to be done on maps that are 8km2 or even 16km2 to try and keep the game moving but I understand your points on it Tartan and for the most I agree.

 

Honestly I would like to see it implimented as a trial (assuming it's done) during the alpha/beta stages, that way it's a no loss test and could just be thrown away if people think it's shite.

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But you'll have player-created objectives instead of game-dictated objectives that do exactly the same. Supply Dumps are Forward Supply Points. Forward Repair Stations are Repair Points. So they're in direct competition with the established logistics system, which means they will disrupt it.

 

You'll have a continuous supply line going from your main UNTIL you capture one of these points. Then logistics will start using the forward extraction points. Except, it's depletable, and everyone's now going there for supplies, so you're not sure if there will be materiel available when you get there, and you have to wait. Then people start gravitating towards that point, building FOBs around it, and since the enemy knows where the point is, they know where your team's stuff is. There's no need for recon because of that. And all kinds of other weird behavior follows. People sit around with entire squads on uncappable flags in PR because of gameplay distortions like these.

 

My system is an emergent one, meaning it depends on very simple rules to create the potential for very complex behavior in the environment you implement it. Adding stuff to it will generally just make it less complex and more complicated.

 

Although forward repair station also could have been destroyed by enemy, you would be risking either don't having enough supply there for repairs, or transporting a lot of resources there which will make i a big target for enemies.

 

 

Well, yeah. That's kind of the point of the entire logistical system. Your strategic and tactical decisions matter. As a CO, as a SL, as a logistical transporter, you have to consider these things.

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I was thinking of something very similar the other night, and you have describe it better that I could ever do :P. One thing I trough was to not make the resources ("materiel") unlimited, but have a certain amount avaliable at the start of the game, and once X amount of time passes, more is added. The time of the resource respawn could be modified by flag captures/team performance/objectives completed,etc.

 

One thing this would create, is having the team that wastes resources carelessly be less equipied the longer they keep doing it (not only ammo, maybe body armor, batteries, explosives,etc). It also encourages fighing to protect your suplie line, because they are more valuable and the enemy can burn them in a raid and get the advantage the longer they fight .

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I like the idea very much and I think it's very doable even in PR:BF2, using the same ammo mechanic that causes supply crates and ammo boxes to expire after a number of re-arms. but extending the mechanic so that it cost ammo (materiel) to spawn players and static assets as Tartan has suggested. That way, you'll need the usual 1 or 2 supply crates to build a FOB and you'll need to keep resupplying it with more crates to keep it running, kind of similar to the way it works for mortar squads in PR:BF2.

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BTW, you could also make it so there's only one truck type with this. If it had 10 slots, you could fill it with either materiel, players, or a combination of both. You could fill the truck in increments of 50 materiel per slot, and carry 200 materiel and 6 players at once, or whatever combination.

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I've just spent some time improving the RBSS to integrate a larger portion of the game's mechanics. Specific numbers and values are still very haphazardly decided upon.

 

 

Resources

Two resource types exist, one of which is derived from the other:

Materiel is the main resource, and is an infinite resource that is dispensed from a faction's Main Base. It is used for Construction, Rearming, and Repairing.

Ammunition can either be converted from Materiel, or a player can spawn with Ammunition. It is used for Rearming infantry weapons, Weapon Emplacements, and Rally Points, and can be dropped as Ammunition Dumps.

Materiel is converted to Ammunition at a 1:1 rate.

 

Materiel

Construction: Materiel is used to construct FOBs, Supply Dumps, Repair Depots, and Emplacements.

Rearming: Players can rearm any weapon or vehicle directly from the Materiel Extraction Point(MEP) at the faction's Main Base. Outside of the Main Base, infantry can rearm from players and vehicles carrying Ammunition, Ammunition Dumps, Supply Dumps, and Logistical Vehicles. Ground vehicles can rearm from Repair Depots at a normal rate, and Supply Dumps and Logistical Vehicles at a reduced rate. Weapon Emplacements are also rearmed using Materiel.

Repairing: The deployable Repair Depot must be stocked with Materiel to function. It will Repair any vehicle docked with it until the Depot runs out of Materiel.

 

Ammunition

Rearming: Ammunition, in addition to directly rearming infantry weapons and Weapon Emplacements, is used to Rearm Rally Points.

Ammunition Dumps: Ammunition can also be deployed on the ground as Ammunition Dumps.

 

 

Construction

Construction requires and consumes Materiel. Structures and emplacements can be constructed if either a Logistical Vehicle or a Supply Dump with the required Materiel is nearby. All usable structures and emplacements consume Materiel as they are used or rearmed. Only Officers are able to construct structures and emplacements.

 

Structures

Structures have no to a medium initial cost, and are rearmed directly with Materiel.

 

FOB: The FOB has no initial cost and is rearmed directly with Materiel. Materiel cannot be extracted from a FOB, only consumed to spawn players. It can be rearmed by nearby Supply Dumps or Logistical Vehicles.

Repair Depot: The Repair Depot has a medium initial cost and is rearmed directly with Materiel. Materiel cannot be extracted from a Repair Depot, only consumed to repair and rearm ground vehicles. It can be rearmed by nearby Supply Dumps or Logistical Vehicles.

Supply Dump: The Supply Dump has no initial cost and is rearmed directly with Materiel. Materiel can be extracted directly from the Supply Dump by Logistical Vehicles, consumed by players to rearm infantry weapons and Ammunition, consumed to rearm structures and weapon emplacements in range, and consumed by ground vehicles to rearm at a slower rate than at the Main Base or Repair Depot. It can be rearmed by nearby Logistical Vehicles.

 

Emplacements

Emplacements have very low to very high initial costs, with no to medium rearming costs.

 

AT Launcher: Very high initial cost, with medium rearming cost. It can be rearmed by nearby Supply Dumps or Logistical Vehicles, or Ammunition.

AA Launcher: Very high initial cost, with medium rearming cost. It can be rearmed by nearby Supply Dumps or Logistical Vehicles, or Ammunition.

Mortar: High initial cost, with low rearming cost. It can be rearmed by nearby Supply Dumps or Logistical Vehicles, or Ammunition.

HMG: Medium initial cost, with low rearming cost. It can be rearmed by nearby Supply Dumps or Logistical Vehicles, or Ammunition.

Tank Traps + Barbed Wire: Medium initial cost.

Tank Traps: Low initial cost.

Foxhole: Low initial cost.

Sandbags: Very low initial cost.

 

Materiel Consumption

FOBs, Supply Dumps, and Repair Depots consume Materiel as they are used or rearmed.

 

FOB: Materiel is consumed as players spawn on the FOB, according to the cost of their loadout.

Supply Dump: Materiel is consumed from the Supply Dump either as players rearm directly from it, or as structures and emplacements in range are rearmed.

Repair Depot: Materiel is consumed by the Repair Depot as docked vehicles are repaired.

 

 

Spawning

(The following assumes ISKLR integration, using it to define kits instead of fixed kit loadouts)

A player can Spawn on three locations: At the Main Base, at an FOB, or on a Rally Point. Spawning outside of the Main Base consumes resources based on the Materiel cost of your loadout.

 

Spawn Requisites

Main Base: Spawning at the Main Base costs no Materiel.

FOB: To spawn at an FOB, your loadout's Materiel cost must not exceed the available Materiel in that FOB.

Rally Point: To spawn at your RP, your loadout's Materiel cost must not exceed exceed the available Ammunition in your RP.

 

Squad Resources

A squad is granted resources based on the amount of Squad Members, including the Squad Leader. Each player in the squad contributes 200 to the squad pool. The Squad Leader can restrict access to equipment, both to the squad in general and to specific player slots, using ISKLR.

 

Loadout

A player's spawn cost is based on the Materiel value of his loadout. The Common Loadout, including a Service Rifle + 2xMagazines, Knife, Shovel, and 1xField Dressing, costs 50 Materiel. This loadout is mandatory, and the lowest spawn cost possible. Parts can be overridden by specialist role kits.

 

50 Materiel:   2xMagazines, 6xGLGrenades, 6xGLSmoke Grenades, 2xGrenades, 2xSmoke Grenades, GTLD, 4x Explosives[1], 6x Medical Equipment[1], 2xField Dressing.

100 Materiel: Officer[2], Combat Engineer + 4xExplosives[3], 1xAmmunition Bag, 1xGrappling Hook, 1xRound.

150 Materiel: Grenade Launcher + 6xGLGrenades + 6xGLSmoke Grenades, LMG + 2xMagazines[4], 1xLight Anti-Tank, Medic + 12xMedical Equipment[5], Pilot/Crewman[6].

200 Materiel: DMR + 2xMagazines[4].

250 Materiel: Anti-Air + 1xRound.

300 Materiel: Heavy Anti-Tank + 1xRound, Sniper Rifle + 2xMagazines[4].

 

[1]     Only available to Combat Engineer(Explosives) and Medic(Medical Equipment).

[2]     CO/SL only. Includes 2xMagazines, Sidearm + 2xMagazines, 2xGrenades, 2xColored Smoke Grenades, GTLD, 1xField Dressing at no cost.

[3]     Includes EOD Kit, Bolt Cutters at no cost.

[4]     Removes Service Rifle + 2xMagazines.

[5]     Includes CPR ability, 4xSmoke Grenades at no cost.

[6]     Picking Pilot/Crewman overrides any other equipment selection with a standard Pilot/Crewman loadout, removing the Service Rifle + 2xMagazines in favor of Sidearm + 2xMagazines/SMG + 2xMagazines, and adds 2xSmoke Grenades and 1xField Dressing at no cost.

 

Spawn Points

FOB: An FOB starts with 5,000 Materiel for spawning. It can only be rearmed using Materiel.

RP: An RP starts with 1,000 Materiel for spawning. It can only be rearmed using Ammunition.

 

Reload Costs

25 Materiel/Ammunition: 1xMagazines for Service Rifle/LMG/DMR/Sniper Rifle, 3xGLGrenades, 3xGLSmoke Grenades, 1xGrenades, 1xSmoke Grenades, 6xMedical Equipment, 1x Explosives, 1xLight Anti-Tank, 1xField Dressing.

100 Materiel/Ammunition: 1xGrappling Hook, 1xAmmunition Bag, 1xRound.

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Ok, I understand what you mean now. I don't think that's going to be a good solution.

 

First of all, the logistics system works as an aggro sink, meaning that if a team is either too aggressive, or the opposing team is being steamrolled, the extending supply lines will slow them down, working as a kind of balance to avoid exactly that common symptom from PR. If you start putting rechargeable extraction points around the map, you're effectively removing that aggro sink and boosting the aggro.

 

Second, those areas will then dictate the supply lines. You will build your FOBs and assets around these extraction points, instead of having FOB placement be dynamic.

 

It just runs counter to the aim of the logistics system. The system inherently scales based on server population, as lower numbers mean less frequent spawning, meaning longer lasting FOBs and RPs. That means manpower requirements scale, as well.

Rolling over rounds are only problem in systems where mainbase rape is possible since the game doesn't declare winner after it control all objectives (ie. BF ticket system). It is revarding to winner and if the winner is declared in way that doesn't allow baserape it isn't so big deal for the losing party and new round can start.

 

What are the 3 letter FOBs and BOBs and RPS in your text. Could you open them please so poor noob who doesn't come from PR community can understand, thx.

Yeah that's what I was getting at Moszeusz, it would only really need to be done on maps that are 8km2 or even 16km2 to try and keep the game moving but I understand your points on it Tartan and for the most I agree.

 

Honestly I would like to see it implimented as a trial (assuming it's done) during the alpha/beta stages, that way it's a no loss test and could just be thrown away if people think it's shite.

I still wonder what is the treshold limit of players per server.. 100 players in server isn't really so much and 16x16km map would feel empty if 10 ppls are only maintaining logistic and with smaller servers or in situations where the servers isn't full something like this might eat too much action. (I think I kind of repeat what is said before here). I like the basic idea though, but I'm a bit conserned how it would work outside ideal situations in other words is the system robust and fluent enough.

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