Ammo Depots / Health Regen


(RasteRayzeR) #41

[QUOTE=INF3RN0;439816]@ Raster

My main problem with how it works now is that they are just there by default at all times and require no player action. If they functioned as secondary objs and needed consistent attention like your saying that would be much better.[/QUOTE]

I see your point, that’s why making them secondary objectives with supply limits is good, you still get the perks of having advanced stations, you get a new kind of objective for the recon, and some new art to design the “safe” containing the ammo supply. All good ! No ? That’s a beautiful opportunity to add new content and gameplay to the game.

And as a recon, I would enjoy being useful for the team other than just sniping everyone …


(tokamak) #42

[QUOTE=INF3RN0;439604]Any other suggestions about how to improve or change the ammo stations without just removing them entirely?
[/QUOTE]

Nobody commented on my suggestion to make them dependent on the field ops yet :frowning:


(Nail) #43

I’d say they had
:cool:


(tokamak) #44

I meant the depots, not the teams.


(Nail) #45

yeah, I know


(INF3RN0) #46

Go back a page. I also thought they should be a side-obj for the FOPS.


(tokamak) #47

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.


(Humate) #48

Dirty Bomb\Content\ShooterGame\CookedPC\Items\HealingStation_01

/cough


(ImageOmega) #49

[QUOTE=Humate;440289]Dirty Bomb\Content\ShooterGame\CookedPC\Items\HealingStation_01

/cough[/QUOTE]

Lol. Good find. =]


(INF3RN0) #50

[QUOTE=tokamak;440288]Cheers!

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.
[/QUOTE]

Yes I understand exactly what your saying and I thought about this myself. What I’d like those ammo boxes to function as is simply a means of a globally known location to drop packs when coms are lacking. In comp you would never need to use them at all, however in a pub players would know exactly where to get resupplied if their fops/medic weren’t available directly when they needed them.

Perhaps the use of these wouldn’t need to effect their pack count, however I was just thinking it should as a means of not making the potential to resupply over abundant and more of a choice with consequences. It may not be necessary in this case though.


(tokamak) #51

I think abundance is okay if you need to fight for it. If you and your team put effort in securing a crate for yourself and the other team needs a field ops to take it back then they can have all the ammo they desire. That’s why it’s necessary to put contestable depots in the hotspots and not in backwaters of the map. You don’t want people having to take detours to depots that they know will always be theirs, that breaks the flow of the game.


(arabidopsis) #52

Bad Company 2 style health regeneration - takes you up to 65% of total health… but to get back to 100% you need a health kit/medic.

Worked well, and was a good compromise between the two systems.


(Rex) #53

[QUOTE=arabidopsis;441933]Bad Company 2 style health regeneration - takes you up to 65% of total health… but to get back to 100% you need a health kit/medic.

Worked well, and was a good compromise between the two systems.[/QUOTE]

But not for SD games! :rolleyes: