Arma 3
[SP/MP] DUWS: Overhauled v1.21 [WORK DISCONTINUED - CHECK LINK IN DESCRIPTION]
capitalthree Sep 23, 2018 @ 10:39pm
Cost disparity for back-deployed vehicles
Right now there is an odd disparity for several vehicles, which can be assembled from backpacks. They cost CP in the spawn vehicle menu, but the backpack versions can be grabbed and deployed near the base over and over for free. But, it's tedious.

This includes off the top of my head:
darter
mounted MGs and GMGs
mortar
static titan launchers

There might be others. Anyways, are these meant to be free in the armory? I get the impression DUWS is balanced for anything infantry-carryable to be free. If so, is it fair to ask to make them free to spawn as well, so I don't have to tediously go to the armory over and over just to save command points? (Another fair way to balance this would be to charge for some items in the armory but I'm guessing you don't have a way to do this...

Anyways I start most games by setting up half a dozen NPC squaddies with mortars on top of the base, so I can call in hellfire as needed. It's sure useful, so maybe the fact that I can get them for free is OP, but it does seem odd to have a free and non-free way to get the same thing.
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capitalthree Sep 23, 2018 @ 10:41pm 
Oh yeah, I should add, I know this was the case in the upstream versions of the maps, and it's not your fault. I should probably mention this to the DUWS-R team as well.

Edit: oh yeah, DUWS-R hasn't been updated since April, that's why I'm poking you. If they do become active again though, I hope they pick up on improvements from Overhauled!
Last edited by capitalthree; Sep 23, 2018 @ 10:43pm
MajorBlunderbuss  [developer] Sep 24, 2018 @ 9:50am 
@capitalthree - I'm aware of this, but like you said - there are no possibilities to make static gear from the armory reduce your overall command points. I've included static weapons into to request section so you don't have to deploy them manually. Esspecially when needed in big numbers, this can be very odd.

But I think I'll reduce the cost for most of the static weapons inside of the request section, which is probably the best solution for this.
Last edited by MajorBlunderbuss; Sep 24, 2018 @ 9:50am
Gator Sep 28, 2018 @ 10:32am 
Your solution to reduce the cost for static weapons seems like the best idea. Truth be told they're not as major a player as some think and it's a fair thing to expect players to not abuse certain hard to fix flaws.
capitalthree Sep 28, 2018 @ 3:37pm 
How hard to fix is it, really? Is there no way to restrict what people can get from the armory? (genuine question)

I always assumed it was more or less a design choice that anything infantry-portable was meant to be free.
Last edited by capitalthree; Sep 28, 2018 @ 3:40pm
MajorBlunderbuss  [developer] Sep 30, 2018 @ 11:50am 
@Capitalthree - It would be a pretty boring, lengthy task. As far as I remember it's possible to include every item manually into the virtual arsenal, but not exclude it manually. This means every vanilla item must be written into the virtual arsenal manually, except tripods, launchers, mortars, etc. Which is some major task for something - more or less -, unimportant. I'll have a deeper look into this matter sometime, but I think it's already acceptable the way it is.
capitalthree Sep 30, 2018 @ 6:15pm 
Yeah. I'm not complaining, Tex is :P If it was up to me, they would just be free across the board.
MajorBlunderbuss  [developer] Oct 1, 2018 @ 7:09am 
@Capitalthree - Free things are always nice. But what about the hard-working workers, who carry the whole tripods, launchers, mortars, assemble them, breaking their backs while doing so, so you do not have to do it? I believe that your conscience would also plague you, should these good men not be paid for their work anymore.

Regards
capitalthree Oct 7, 2018 @ 9:29pm 
Believe me, I know, I'm the hard worker who keeps doing exactly that because I'm too cheap to pay!

On a more serious note, I've been playing around with another scenario called KP-Liberation, and they apparently have a method in place for armory blacklisting. I don't know how much you care and I'm not trying to dump more work on you, but their source is also open, https://github.com/KillahPotatoes/KP-Liberation

This is definitely not a feature demand but I just wanted you to know about it in case you wanted to do it and their code makes it a lot easier!
MajorBlunderbuss  [developer] Oct 9, 2018 @ 7:00am 
@Capitalthree - Thanks for the information! I'll maybe take a look into the blacklisting if I got more time on my hand again.

Regards
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