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[Rework Request] Bases
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Description

1. Tutorial / Boot Camp

Add a base-building boot-camp, as detailed and hands-on as the current logistics tutorial.

Please contribute to wikis by adding building lists and some details.


2. Tweaks to Existing Buildings

  1. Medical Tent
    • Use the side shed as a medical arsenal (same interaction point as other arsenals).
  1. Living Quarters
    • Give them an arsenal by default—or make it an upgrade.
    • Raise AI capacity to roughly five full squads so players can spawn and recruit AI. It’s a large structure; it should have a big impact.
  1. Helipad
    • Re-work the model so it adapts better to uneven terrain or actually reshapes the heightmap for a stable landing surface.
    • Or add a new helipad model for uneven terrains
  1. Building limit
    • While we already have a building limit, we also have an issue of people making a bunch of arsenals just to fill them for XP grinding. I would say, adding a limit of 3 arsenals would probably do the trick while not affecting the base usage.
  1. Heavy vehicle maintenance point changes
    • Include passenger count of vehicles.
    • Include supply count of vehicles.

3. General Tweaks

  1. Automatic supply flow inside a base, so every building (e.g., medical tents) gets stocked without micromanagement.
  2. Allow Ctrl + mouse-wheel to fine-tune an object’s elevation when placing it.

4. New Building Assets

AssetPurpose
Storage Containers (multiple sizes)Drop supplies at the perimeter instead of driving to the base center. They boost total storage and auto-distribute supplies across the base.
Tripod MG StandsProvide higher elevation—great for engaging helicopters.
HESCO-style Walls & BunkersStrong, modular fortifications.
WatchtowersExpand the base’s build radius (e.g., a 20 m circle around each tower) and let players place deployables and AI in the newly claimed area.
Heavy barriers & WallsBlock the entrance of vehicles over an area, designed to withstand being hit by vehicles.

These additions and tweaks would make base construction more practical, user-friendly, and tactically deep.


5. Materialized Fuel System

  1. Limited Fuel at Civilian Stations & Base Tanks
    • Civilian fuel stations stock the equivalent of 4 full fuel trucks.
    • Base fuel tanks (3 small tanks) hold 1.5 fuel truck worth of fuel in total.
  1. Fuel Production Centers
    • Placed at coastal bases or strategic points.
    • Convert supplies to fuel at a ratio of 1 supply = 1L fuel.
    • Adds strategic value to capture/defend these points and increases fuel truck usage on the battlefield.
  1. Fuel Storage Mechanics
    • Base fuel tanks no longer generate fuel—only store what’s delivered or produced.
    • Helipads, small and heavy vehicle maintenance points gain a small fuel trailer (“remorque”) storing 0.5 fuel truck.
    • Having fuel storage stocked allows vehicles and helicopters to spawn with a full tank.

6. Supply Type Differentiation

Some people said its already WIP but no official confirmation.

  • Differentiate between basic supply and weapon/ammo supply:
    • Basic supply: Used for creating vehicles, buildings, and standard equipment.
    • Weapon/ammo supply: Required for acquiring weapons and ammunition.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Feature Request
Steps To Reproduce

Linked tickets :

Event Timeline

Ciberdead updated the task description. (Show Details)Apr 24 2025, 11:07 AM
Ciberdead edited Steps To Reproduce. (Show Details)
Geez changed the task status from New to Feedback.Apr 25 2025, 1:31 PM
Ciberdead renamed this task from [Asset Request] New Base Buildings & Tweaks to [Rework Request] Bases.May 2 2025, 4:03 PM
Ciberdead updated the task description. (Show Details)May 5 2025, 2:49 PM
Ciberdead updated the task description. (Show Details)May 7 2025, 9:25 AM
Ciberdead updated the task description. (Show Details)May 16 2025, 3:09 PM