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Resupply in game...


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#21 Akito272

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Posted 13 July 2012 - 07:58 PM

No supply les trigger happy and more calculated firing. Although laser will became the main armament.

#22 PANZERBUNNY

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Posted 13 July 2012 - 08:02 PM

I wouldn't like to see it. You really need to think about what targets you are engaging.

High ammo using weapons taking on high armour targets isn't always the best idea. Best to leave laser weapons for them.

Weapons sporting Ac/20, gauss etc are more effective controlling lighter opponents as you can engage more, longer.

TT applies very well in regards to transferring over to a game with that in mind.

#23 Salticidae

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Posted 13 July 2012 - 08:04 PM

It would take to long to arm a mech on a battlefield

#24 Shalmyan Moonsong

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Posted 13 July 2012 - 08:08 PM

I don't think it would be unrealistic to have mechbays, or munation depots on the map, with the force having dominate conrol of that objective site, having the ability to repair (minor,like armor repairs not crits) or reload, ammo based off of supplies, it would just be a control point on the map that factions will fight for to obtain and advantage.

#25 Arafinar

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Posted 13 July 2012 - 08:11 PM

No respawn = should be no need.

#26 Yvraith

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Posted 13 July 2012 - 08:23 PM

Balancing Ammo vs other weapon systems, adds to the reliance on team tactics.... I think keeping as it is for general play is fine.
Maybe only for the Clan invasion.... that ammo resupplies should ever be looked at as a missions specific thing.

This was one of the main reasons that Comstar was able to defeat the Clans on Turkayyid.
Comstar engaged them in a protracted fight & the Clans (except for Clan Wolf) weren't prepared for it.

#27 Booma

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Posted 13 July 2012 - 08:25 PM

Besides the previously mentioned stationary supply stations, what do you think, may a skill-like orbital supply drop be a good idea? Also, how often should it be used and by whom (team leader, something like that)?

#28 Bobfrombobtown

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Posted 13 July 2012 - 08:33 PM

Didn't bother reading this thread, but from every bit of information we have, there is no resupply/repair available mid game.

#29 Grubnar

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Posted 13 July 2012 - 08:41 PM

View PostLucian Nostra, on 13 July 2012 - 05:12 PM, said:


Actually Clanners used a lot of ammo based weapons early on as Clan style fighting was around single combats/engagements where ammo limits wheren't much an issue since you could always re-arm after the battle. Logistics played a huge issue later in the novels as did prolonged engagements messing with ammo stores of machines.

Only the Nova Cats really stressed Beam weaponry over ammo and that was really only because they liked ER lasers (they made em after all) vs logistical reasoning.


And yet, when it came to the Battle of Tukayyid, it was Clan Nova Cat who almost ran out of ammo, while Clan Wolf made good use of energy weapons.

Quote

By the third of May, Clan Nova Cat had made three separate attempts to seize both target cities, but each was beaten back as the Cats quickly ran out of ballistic ammunition and missile reloads.



Quote

... the Wolves prepared for a long campaign against a foe intelligent enough to take advantage of their weaknesses on a battlefield of his making, suspending all zelibrigen, making plans to build-up and protect their supply chain and configuring their OmniMechs with a heavy bias towards energy weapons


But to be fair, Clan Wolf was the only one to truly understand what kind of war they were getting into, and the Nova Cats inflicted even more damage then they suffered. It can not be said they performed poorly.

#30 Johannes Falkner

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Posted 13 July 2012 - 09:08 PM

I'm all for mechbays and reloads and coolant flushes. You get them at end of round. If you want them in round they should take 30 minutes or more. Remember, you are talking about shutting down the mech, getting a trained monkey up to the armor hatches, opening ammo doors, removing the empty magazine(s), loading the fresh magazine(s), closing the ammo doors, getting the trained monkey down and starting up the mech. And you are doing it all under fire.

#31 PANZERBUNNY

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Posted 13 July 2012 - 09:12 PM

View PostShalmyan Moonsong, on 13 July 2012 - 08:08 PM, said:

I don't think it would be unrealistic to have mechbays, or munation depots on the map, with the force having dominate conrol of that objective site, having the ability to repair (minor,like armor repairs not crits) or reload, ammo based off of supplies, it would just be a control point on the map that factions will fight for to obtain and advantage.


It is when most fighting happens on a battlefield and not at mech munition depots.

#32 Bobfrombobtown

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Posted 13 July 2012 - 09:13 PM

You know what? Just no. Unless these battles become Regiment level and take 24 hours or more, there is no reason to have this "field resupply/refit" crap.

#33 MechaDraco

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Posted 13 July 2012 - 09:22 PM

it would make sense for there to be say for example a large mech base, to have a single or possibly multiple mech bays that would have the option to enter, shutdown, refit, and then go back to the fight with full ammo, it would make the most sense, it would be isolated to only the main base, and would require essentially a full retreat to actually get to it. so you would be leaving your team down a man to do so. so yes it may be possible to do, but not a very wise thing to do.

#34 Da Ugh 1701

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Posted 13 July 2012 - 09:28 PM

Tough subject. I'd like & dislike Ammo resupply. Clans did & do use ammo depending on the target & (as previously mentioned) logistics. Ammo would have to be hoarded to wait for the close to perfect kill shot, or a powered down mech even for the AC? although LRMs now have a semi target lock which would make hitting an enemy a litle more accurate. I'm torn on this subject. do we or don't we want it?

View PostMechaDraco, on 13 July 2012 - 09:22 PM, said:

it would make sense for there to be say for example a large mech base, to have a single or possibly multiple mech bays that would have the option to enter, shutdown, refit, and then go back to the fight with full ammo, it would make the most sense, it would be isolated to only the main base, and would require essentially a full retreat to actually get to it. so you would be leaving your team down a man to do so. so yes it may be possible to do, but not a very wise thing to do.

agreed

View PostZyne, on 13 July 2012 - 08:04 PM, said:

It would take to long to arm a mech on a battlefield

agreed

View PostAkito272, on 13 July 2012 - 07:58 PM, said:

No supply les trigger happy and more calculated firing. Although laser will became the main armament.

that's true, which I wouldn't want to see happen. a person should have a balanced load out if the mech is designed for it. a person will need to be patient & wait for a good shot with ammo. I believe I'm leaning towards No Resupply in game, unless it's in each team's base & only 1 or two at a time.

#35 xD3MONICxSARG3x

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Posted 13 July 2012 - 09:32 PM

Everyone is bringing up good points but its not up to us.... its up to the staff that is building this god of a game.

Edited by xD3MONICxSARG3x, 13 July 2012 - 09:32 PM.


#36 Skadi

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Posted 13 July 2012 - 09:37 PM

View PostxD3MONICxSARG3x, on 13 July 2012 - 09:32 PM, said:

Everyone is bringing up good points but its not up to us.... its up to the staff that is building this god of a game.

and in this moment, all the posters realized that their opinions are good for


#37 Tincan Nightmare

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Posted 13 July 2012 - 09:46 PM

Oh yeah, because once a mechs been in heavy combat and reloaded, I can now detonate a full load of ammo on armor that by then will be paper thin, instead of just a few remaining shots. BOOM!

#38 PANZERBUNNY

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Posted 13 July 2012 - 09:46 PM

View PostxD3MONICxSARG3x, on 13 July 2012 - 09:32 PM, said:

Everyone is bringing up good points but its not up to us.... its up to the staff that is building this god of a game.


Oh I beg to differ. We speak with our wallets and people are mainly hung up on salvage from past games. Doesn't really fit the spirit of this game.

They have made a system where permanent mech or component loss isn't a mechanic. Scavenging parts that don't degrade speeds up mech and character progression a lot.

#39 Mattrixx

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Posted 13 July 2012 - 10:00 PM

Wait what?!?! :(
Coolant Flushing? What coolant flushing? :P
Never heard no coolant flushing in MW. What ever you fellows have been smoking I'd like some of that stuff too. :huh:

#40 Bobfrombobtown

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Posted 13 July 2012 - 10:03 PM

View PostTincan Nightmare, on 13 July 2012 - 09:46 PM, said:

Oh yeah, because once a mechs been in heavy combat and reloaded, I can now detonate a full load of ammo on armor that by then will be paper thin, instead of just a few remaining shots. BOOM!

No, if these cats have their way, their armor will be repaired as well. So unless there is a story behind the objectives we are protecting (such as "this factory is the only factory capable of producing Battlemechs on this planet,") then the likelihood of rearm/repair is low since th maps I've seen from the devs so far only support lance vs lance combat. If you're only going to send a lance to defend or capture any given place then it must not be incredibly important and is likely a fringe element. Even if it is (in the long run) mission critical, it can't be that important with only a lance to capture or defend it.

EDIT: Short version is, "Still no."

Edited by Bobfrombobtown, 13 July 2012 - 10:05 PM.






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