1. Bug Fixes
- Global storage lag Transferring or sharing supplies between entities—even within the same base—can be very slow.
- Inconsistent refresh intervals Some players see no supply-share updates for 5–10 minutes, while others use it normally. This can block vehicle spawns (e.g. you queue a LAV but another player, without the bug, spawns an attack heli and consumes all available resources).
2. Proposed Tweaks (will evolve)
System Element | Current Behavior or Cost | Proposed Change |
---|---|---|
AT rockets | Default supply cost | • 100 supplies per RPG rocket• 150 supplies per US AT rocket launchers |
Vehicle spawn costs | Baseline cost & vehicle waste | Increase each vehicle’s cost by 20–50% to encourage smarter resource use and reduce waste |
AI reinforcement spawns in supply points | Standard delay, standard count | • Increase time delay between spawns • Approximately double the number of AIs per spawn |
Vehicle count limits per base | Unlimited | Impose per-base caps (e.g. 10 cars, 5 trucks, 2 LAV), enforced until vehicles are destroyed or heavily damaged (and isolated) |
3. New Feature Suggestions
- “Port” building for coastal bases Add a dock slot that boosts passive supply income from ~5 every 10 s up to 100 every 10 s. If the base is attacked, disable the port for 20 minutes.
- CH-47 Chinook (US heavy transport helicopter) Introduce a Cold War–era Chinook (first built 1962) for large-scale supply runs. It’s slower and larger than the UH-1, balancing its higher capacity.
- US equivalent to the UAZ-452 A light utility vehicle capable of hauling 800 supplies at high speed.
- Enhanced convoy logistics – Overhaul AI pathfinding for supply convoys to follow roads and avoid obstacles. – Add a “convoy” command allowing multiple vehicles to move together. – Implement a “load all supplies” command for vehicles at supply depots.