Cheers!
[QUOTE=INF3RN0;439628]Bumping this idea I posted in another thread for feedback.
“Ammo stations” are placed at specific locations on the maps. These locations are mostly behind the front line and act mainly to resupply players during idle firefights. Advancing to the obj however requires direct interaction from the FOPS for continued resupply. These bins are empty until filled by a FOPS. The FOPS interacts with the bin and transfers all their ammo packs into it over X amount of time.
Some further thoughts/options.
1. The ammo station has a max ammo capacity
2. The ammo in the bin expires after X amount of time
3. Filling an ammo station results in a consecutive longer c/d on ammo pack regen for fops
4. Ammo stations can be sabotaged by an enemy class (soldier/engineer/covert?)
5. Ammo stations resupply at a slower rate
Side note: The same could apply to medics with interactive “health stations” in a similar manner. This would also negate the need for basic regen to cope with poor comms on pub.[/QUOTE]
Okay I think we’re on the same page but we use different means. We agree on tying the field ops to the supply depots. However I think your proposal is complicated and limited to the extend that it won’t be used. You don’t want supply depots to drain the field ops ability to supply in the field either.
My idea is:
- Supply stations are in the same way interactable like the forward spawns in ETQW. IE it takes a short while to capture them and then they become available to one team and one team only. Only field ops can capture the depots for their team.
- The depots are locked at the start, they stay open to the team until any opponent player locks them again. They remain locked until a field ops opens it again. This way all players share responsibility over not letting the enemy gain free ammo so easily.
- Supply stations are more common than they are now, in fact I rather see them closer to the frontline than somewhere back (preferably redundant depots lock after certain objectives have been completed). They need to be right into the fire so that they remain constantly contested.
- Supply stations have an abundant supply, akin to W:ET
- Supply stations are locked until a field ops ‘unlocks’ them for his team. Only his team will be able to us
What this does is that field ops become hugely important to keep sustained control of an areas. Which is exactly what their role is supposed to be. More importantly it creates that interesting secondary tactical layer in the game. Something that both W:ET and ETQW have but DB completely lacks. I love the sabotage and subterfuge in both ET’s. DB needs more mind games.