-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
FEATURE: Real-time resupply and movement of troops #2
Comments
I very much support this. However, we need to find a way to balance this, so we do not have too many active ground units at any given time (As that will be a very big strain on the server) |
The mod you so miss is the AC130 mod that can "fire" parachutists and crates. I had a modded server that used this to drop supplies. units would spawn roughly where the parachutes landed. The rest of the idea is fine, if the transport is balanced. All new units spawn. It's just magic tricks to make it look like they came from another vehicle. The other thing is via ships rotating across the gulf. They take a few hours though. It's all about limits and scaling. |
I think one of the best way's would be to use ground convoys, for example a group of a set amount of veichle , and in the intelligence or brief inform that logistical convoys have this composition. Then they can be identified and targeted. This is from a gameplay perspective, as convoys on land is better suited for AR missions, and something to do for RW and FW. Likely better than ships and airplanes? And while the ground forces (offensive forces) have their cooling period of 24 hours or more, then smaller convoys can be setup at random intervals from the forward logistical hub in Zone 1 or 2 forward to the frontline forces in Zone 3, simulating resupply of the frontline forces prior to continuing the offensive. |
Instead of "magically" spawn new units and supplies, having them transported from logistical centers (typically well away from the front lines) to be consumed at the front lines would create intensives for AR and Strike missions along the MSRs, as well as slow down the pace of the game. It should create natural "vacuums" following major strikes, allowing follow-on operations the next days while the enemy reorganizes.
The text was updated successfully, but these errors were encountered: