Arma Reforger

Arma Reforger

Statistiken ansehen:
Make the delivery/collection of supplies simpler inside bases.
I like the supply mechanic in general and think it works well. What does not work well is the actual collection and delivery of supplies once at a friendly base. The number of times I have driven from place to place inside the base trying to unsuccessfully find the particular stash point that can be filled or have supplies taken from makes no sense.

Just let all the supplies in any particular base be accessible from any constructed facility in that base.

This will encourage more players to get involved with the supply mechanic and stop it being a very frustrating part of the game (especially at night).
< >
Beiträge 111 von 11
One thing I never understood was: Does filling up the Arsen*l mean the base tent is also distributed supplies, does every supply storing point have access to each other's supplies? Etc
An easy way to make sure you are at an unload spot is to look for the wooden signs on the building. If you drive next to one you will be able to unload. The problem is server lag can cause desync which makes unloading/loading take longer. Base buildings should have access to the all base's resources. Sometimes you will find a discrepancy, especially at the larger bases. That's because there are hidden supply caches around the point. If you build a building near them it allows THAT building to utilize the hidden supplies, but those supplies do not go to the overall base supply.

Ursprünglich geschrieben von vanvan:
One thing I never understood was: Does filling up the Arsen*l mean the base tent is also distributed supplies, does every supply storing point have access to each other's supplies? Etc
Filling up the Arsenal allows the whole base to utilize the supplies, but if you want to load supplies already at a base into a vehicle, it pulls it out from the building and not the whole base. For example, the base tent itself only holds 500 supplies. If the base can a total supply of 1,000 and you loaded the vehicle from the base tent, only 500 will be pulled out. If you want to pull out more you have to find which base structure is holding the vehicles and pull it from there.
The whole implementation is unnecessarily cumbersome IMHO. It should be very simple - drive into a base area with supplies onboard and unload. Or, drive into base area and load. I don't get why it's all split into a stash here, a stash there. And it all lags to F anyway. And then you have the haphazard way people build bases - that adds another layer of pain to the process.

Just pool all the base supplies and enable unloading, loading anywhere in the base. Please.
Ursprünglich geschrieben von interrupt:
The whole implementation is unnecessarily cumbersome IMHO. It should be very simple - drive into a base area with supplies onboard and unload. Or, drive into base area and load. I don't get why it's all split into a stash here, a stash there. And it all lags to F anyway. And then you have the haphazard way people build bases - that adds another layer of pain to the process.

Just pool all the base supplies and enable unloading, loading anywhere in the base. Please.

I know this is a milsim but this is something I agree with. Complex is fine but it has to be smooth experience. What we have right now is not a smooth experience. It's a total pain lol.
Ursprünglich geschrieben von Bad Distraction Carnifex:
Ursprünglich geschrieben von interrupt:
The whole implementation is unnecessarily cumbersome IMHO. It should be very simple - drive into a base area with supplies onboard and unload. Or, drive into base area and load. I don't get why it's all split into a stash here, a stash there. And it all lags to F anyway. And then you have the haphazard way people build bases - that adds another layer of pain to the process.

Just pool all the base supplies and enable unloading, loading anywhere in the base. Please.

I know this is a milsim but this is something I agree with. Complex is fine but it has to be smooth experience. What we have right now is not a smooth experience. It's a total pain lol.
I tend to prefer milsim however cumbersome but yeah I agree with this, just unload wherever and have the stockpile increase, I think it works like that for WCS already.
Ursprünglich geschrieben von vanvan:

I tend to prefer milsim however cumbersome but yeah I agree with this, just unload wherever and have the stockpile increase, I think it works like that for WCS already.

That's interesting - I wasn't aware that some servers already have a simplified loading/unloading mechanic. Nice.
Zuletzt bearbeitet von interrupt; 27. März um 1:39
Ursprünglich geschrieben von interrupt:
The whole implementation is unnecessarily cumbersome IMHO. It should be very simple - drive into a base area with supplies onboard and unload. Or, drive into base area and load. I don't get why it's all split into a stash here, a stash there. And it all lags to F anyway. And then you have the haphazard way people build bases - that adds another layer of pain to the process.

Just pool all the base supplies and enable unloading, loading anywhere in the base. Please.

The current implementation makes it slightly important how bases are laid out. Just slapping buildings into the landscape with no thought to supply accessibility is a behaviour that is punished currently, and I do appreciate that.
On the flipside, it also allows for bases to be constructed in such ways that supply trucks can be specifically protected when unloading by "guiding" (forcing) them to certain sheltered spots to do it.

Just letting you drop stuff off as long as you're close enough to the base at all would remove a major incentive to use some gray matter when building a base, and I for one wouldn't like that.
Maybe my real life is just too easy. I don't mind the cumbersome aspects of this game at all.
Ursprünglich geschrieben von LostRealist:
Ursprünglich geschrieben von interrupt:
The whole implementation is unnecessarily cumbersome IMHO. It should be very simple - drive into a base area with supplies onboard and unload. Or, drive into base area and load. I don't get why it's all split into a stash here, a stash there. And it all lags to F anyway. And then you have the haphazard way people build bases - that adds another layer of pain to the process.

Just pool all the base supplies and enable unloading, loading anywhere in the base. Please.

The current implementation makes it slightly important how bases are laid out. Just slapping buildings into the landscape with no thought to supply accessibility is a behaviour that is punished currently, and I do appreciate that.
On the flipside, it also allows for bases to be constructed in such ways that supply trucks can be specifically protected when unloading by "guiding" (forcing) them to certain sheltered spots to do it.

Just letting you drop stuff off as long as you're close enough to the base at all would remove a major incentive to use some gray matter when building a base, and I for one wouldn't like that.
Maybe my real life is just too easy. I don't mind the cumbersome aspects of this game at all.

Counterpoint ...

Perhaps there could / should be a supply depot building to drop supplies off at as opposed to all of the small tents. This way you can place a drop off point somewhere else with a consideration for road traffic in and out.
Zuletzt bearbeitet von |H|H| Fr3ddi3; 27. März um 6:05
Ursprünglich geschrieben von |H|H| Fr3ddi3:
Counterpoint ...

Perhaps there could / should be a supply depot building to drop supplies off at as opposed to all of the small tents. This way you can place a drop off point somewhere else with a consideration for road traffic in and out.

I'm not gonna call it an unreasonable idea, but too simple for me. 'Cause if this was the situation, I would want that depot to be able to hold no more supplies than is visually plausible and I'd also like it to absolutely ruin your day if someone fires a rocket into it.
So make it a HUGE, obvious target that can be explosively disassembled to great effect, forcing people to prioritize its defense whenever the point is in jeopardy and give them a whole new relationship to their team's supplies - that' be a win-win by me.
Zuletzt bearbeitet von LostRealist; 27. März um 12:10
Ursprünglich geschrieben von |H|H| Fr3ddi3:
Ursprünglich geschrieben von LostRealist:

The current implementation makes it slightly important how bases are laid out. Just slapping buildings into the landscape with no thought to supply accessibility is a behaviour that is punished currently, and I do appreciate that.
On the flipside, it also allows for bases to be constructed in such ways that supply trucks can be specifically protected when unloading by "guiding" (forcing) them to certain sheltered spots to do it.

Just letting you drop stuff off as long as you're close enough to the base at all would remove a major incentive to use some gray matter when building a base, and I for one wouldn't like that.
Maybe my real life is just too easy. I don't mind the cumbersome aspects of this game at all.

Counterpoint ...

Perhaps there could / should be a supply depot building to drop supplies off at as opposed to all of the small tents. This way you can place a drop off point somewhere else with a consideration for road traffic in and out.
The "supply depot" is generally the heavy truck depot. That area holds 3,400 supplies. You can also use the arsenal, which holds 2,100 supplies. Any teammates you run over while there will have a positive effect on your team.
this is my biggest problem with logistics in the game. having to manoeuvre a huge truck through a cramped base with arbitrarily placed supply points everywhere is so ♥♥♥♥♥♥♥ annoying. especially when you have no side mirrors and the moron teammate who built the base had no consideration for how a truck is supposed to fit when they did. it doesn't help that most bases are built in the worst terrain possible for a truck (on a steep hill, off-road, etc.). i don't see why there cant be a big consolidated supply dump building that has a massive capacity it would solve this issue immediately.
< >
Beiträge 111 von 11
Pro Seite: 1530 50

Geschrieben am: 26. März um 0:14
Beiträge: 11