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View Full Version : Ammo and medical supplies.


ThermalReaper
2012-06-13, 05:10 AM
Oh yes, It's one of my threads again, and it's on ammo.
There's a thousand threads about am-

Okay, let's address this. This isn't a thread about what class should be able to heal or drop ammo or deploy a portable toilet or whatever.
This is about if weather or not you would like for ammo drops and the medic's glue gun and reviving tool should be limited and need to be resupplied by something in the base that you have captured such as the resupply terminals or the medical terminals that may or may not be in the game.


Discuss, please don't bring the "[Class name] Should(n't) be able to drop [Whatever]" argument.

WaryWizard
2012-06-13, 05:19 AM
ammo drops would have to be purchased. Should only be able to carry 2 at most. It should have limited ammo or disappear after a timer. If it is on a timer, each person is only allowed to pick up maybe max ammo for their guns in total(that way you can't refill, open fire, refill again). Dieing would reset it for you so you could pick up another max amount. Only guns should be replenished. Not rockets or other tools.


The medics healing tool could have "ammo" that you need to go and recharge. Whatever you use to revive should be bought, but you can carry lots of them at one time.

Zekeen
2012-06-13, 05:23 AM
ammo drops would have to be purchased. Should only be able to carry 2 at most. It should have limited ammo or disappear after a timer. If it is on a timer, each person is only allowed to pick up maybe max ammo for their guns in total(that way you can't refill, open fire, refill again). Dieing would reset it for you so you could pick up another max amount. Only guns should be replenished. Not rockets or other tools.


The medics healing tool could have "ammo" that you need to go and recharge. Whatever you use to revive should be bought, but you can carry lots of them at one time.

Agree on all of this. Very balanced way of looking at things. I say just keep medic and engineer tools on the old PS1 ammo style.

Sabot
2012-06-13, 05:24 AM
Glue gun definitely needs "ammo"... 5-10 guys just standing there repairing a deplolyed sundy or gal indefintely, and not being able to destroy it because of that.... laaame. I don't know about the cost for it though... I mean if you're repairing a deployed Gal you can just run up to a terminal and buy more if you run out.. but eventually you'll have to run out of resources. 10 guys repairing should of course make it incredibly hard to destroy it, but not impossible imo.

Kran De Loy
2012-06-13, 05:25 AM
Both should be a on recharging resource, so technically unlimited tho the speed at which they can be used would be the sticky issue.

However there should be some exceptions. Exceptions that I noticed that looked like they were/could be already implemented. C4, Grenades, Deployables, etc should be something you have to go back to a terminal to resupply.

ThermalReaper
2012-06-13, 05:27 AM
It's a good thing I made this thread, One suggestion and I already like it. Although ammo should cost a bit more than grenades.
EDIT: However if that's the case, the ammo dropping class should start off with 2 or more ammo packs or else they would go on forgetting they don't have any. It's even worse if it's LA because randoms would probably charge and forget the Packs.

Otleaz
2012-06-13, 05:31 AM
Limit the repairs, not the guns.

Get shot in the head and you max health goes down by 25% and can't be brought above that unless you go to a special station.

Logri
2012-06-13, 05:51 AM
Both should be limited and should be resupplied by resupply stations.

With supply drops I understand you mean like dropping a small pouch that grants ammo or health when walking over it, like the LA ammo drop pouch right now.

In that case yes, I see them as consumables and should be repurchased after use.
Perhaps like for example a stack of 100 from which you can carry 3 or so each time you respawn.

Something along those lines.

Toppopia
2012-06-13, 06:04 AM
I can see maybe only being able to drop maybe 3 ammo boxes, but each box should resupply someone maybe every 10 seconds, so it can't be spammed and if you need more ammo just drop another box, and i don't think medics should be restricted in any way, sure it seems a bit odd having unlimited health but healing needs to be unlimited. But give it a delay like 1 health a second or something.

Zenben
2012-06-13, 06:18 AM
Medic and glue gun should be limited per life, but should be free to get when you spawn or when you resupply. Ammo and med packs, like ones you drop on the ground (BF3) should be limited in that you have to pay for them with resources (like grenades) and they should also be on a significant cooldown. Though if you die without using it, I think you should keep it until it's used without having to buy it again.

RawketLawnchair
2012-06-13, 07:04 AM
The poll says a bit about this one. And I that way as well.

Both should be limited and should be resupplied by resupply stations.

We don't want 1,000 medic boxes in one area. It works okay sometimes in BF3 but this isn't BF3.

Memeotis
2012-06-13, 07:15 AM
The question is: what kind of gameplay do you want to promote? So far, most proposals in this thread have been towards limiting the gameplay to an unnecessary extent, where things are finite and once your entire squad runs out all you can really do is charge or retreat.

Players will be cautious with this mechanic, and it will promote tactical gameplay, yes - but you can promote the same level of tactical gameplay in other ways, surely. One which does not result Counter-strike-esque 'You're out of ammo; KNIFE'. It worked in CS, yes, but it will annoy players in PS2 for obvious reasons.

There are two kinds of players who will get punished by this system. The two kinds that actually manage to use all their ammo and equipment before they die. The first kind is the player who uses it all at such a fast rate without much thought that it's almost impossible to kill him before he's used it all. This guy should get punished, so that he will learn. But there's another kind, the one which actually plays extremely well, is able to survive for ages and knows exactly when he should use his class-abilities. This person (who most likely plays with a squad) should be rewarded.

I think things like ammo packs and revives ought to be on a ticket system, which can be used it quick succession, but which have a very slow regeneration rate. So if you're a light assault and you throw away your three ammo packs pretty much instantly, you will have to wait a long time for one to have regenerated, and several minutes for all three. The medic heal-beam should have a over-heat mechanic. This way, players will still play very tactically, but will not be punished for playing well.

I think a system like this could also provide a very good standard for organized squads to live up to: balancing the rate of use vs. the rate of regeneration of class-specific abilities, in order to keep the momentum as a unit.

Darthkorr
2012-06-13, 07:29 AM
The question is: what kind of gameplay do you want to promote? So far, most proposals in this thread have been towards limiting the gameplay to an unnecessary extent, where things are finite and once your entire squad runs out all you can really do is charge or retreat.

Players will be cautious with this mechanic, and it will promote tactical gameplay, yes - but you can promote the same level of tactical gameplay in other ways, surely. One which does not result Counter-strike-esque 'You're out of ammo; KNIFE'. It worked in CS, yes, but it will annoy players in PS2 for obvious reasons.

There are two kinds of players who will get punished by this system. The two kinds that actually manage to use all their ammo and equipment before they die. The first kind is the player who uses it all at such a fast rate without much thought that it's almost impossible to kill him before he's used it all. This guy should get punished, so that he will learn. But there's another kind, the one which actually plays extremely well, is able to survive for ages and knows exactly when he should use his class-abilities. This person (who most likely plays with a squad) should be rewarded.

I think things like ammo packs and revives ought to be on a ticket system, which can be used it quick succession, but which have a very slow regeneration rate. So if you're a light assault and you throw away your three ammo packs pretty much instantly, you will have to wait a long time for one to have regenerated, and several minutes for all three. The medic heal-beam should have a over-heat mechanic. This way, players will still play very tactically, but will not be punished for playing well.

I think a system like this could also provide a very good standard for organized squads to live up to: balancing the rate of use vs. the rate of regeneration of class-specific abilities, in order to keep the momentum as a unit.

This!