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Ammo depot building should be rank dependent.
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Description

Game Version number: 1.1.0.42
Modded: No
At the start of every round there are 600 supplies by default and two structures needed at MOB - radio relay and car or truck depot (truck are better, they take more people per supply cost).
Unfortunately everyone build armour depot.
The ability to build armoury should be rank dependent. Only players with rank of corporal or higher should be able to build it.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 11 x64
Operating System Version
10.0.22631, 23H2, compilation 22631.3447
Category
General

Event Timeline

kawalec created this task.Fri, May 10, 12:13 AM
Geez changed the task status from New to Feedback.Fri, May 10, 11:41 AM

I have thought about this issue as well and have reported on it. I think it's just basic human nature to want to get geared and get out. The Problem currently is that only one of those plans can happen on the start of the round. I always try to get a light vehicle up first with a radio, and often the difference is huge. People quickly catch a ride and we get a quick start especially since we you'll have enough to get a UAZ/Jeep right off of the start. This can often make or break a game depending on your MOB spawn. If your team has a far north or far south spawn, speed and mobility are key to not getting trapped. Unfortunately i have also been kicked or yelled at for "putting up the wrong thing first", even when communicating my intention.

Rank should be a large part of what you can and can't use. But i feel like the approach with structures is already established it just needs to be expanded on. I like the idea of having a smaller "Ammo resupply" that doesn't have guns or bigger items and only has enough to get you out the door so to speak. Ranking up gets you access to the larger assets but you still have to build them in logistically. Other ideas include; using the armory truck as a way to get weapons and gear around or even offloading weapons and gear from the truck as a feature to upgrade a base. I have also talked about using classes in Conflict to reduce overall supply cost going into equipment.
Overall i think supply and attrition are some of the most underrated aspects of Conflict and often will decide a battle. I hope continued development and refinement will go into these systems, especially around how they interact with human behavior practically.

@Yamachinu
I prefer when antenna and heavy truck depot are build first. With the truck I can take 15 people so we capture any base in 3 seconds, while in 4 people brought by jeep will wait much longer. Even though the truck droves slower it's faster when capturing bases. And I can use the truck to bring in the supplies.
And, yes we need rank-dependent construction.

Well i think it goes back to rank dependence right? Right now Light vic is far less useful than it used to be. Heavy vic offers more utility in almost every way for very little extra cost, including being far easier to place defensively and build around. Heavy vic can get any vehicle and make full repairs, so really the light vic yard only serves to increase cap time or be used if you don't have the supply for a big one, which you are almost always better off waiting till you do have it for the above reasons.
The rank progression is a key component to the overall progression and it encourages players no matter what stage they join the round to gain rank. It would be nice to see changing up rank requirements and structure progression within experimental