# Vision
The goal of this suggestion is to enhance the supply system, making it more enviable for players, reducing frustration caused by persistent bugs, and discouraging poor behaviors. Specifically, it aims to prevent loops like spawning a vehicle, using it for supplies, abandoning it, dying, and respawning with a full load, while also making the supply runs themselves more engaging and impactful.
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# General Request
I’d like to have a comprehensive cheatsheet—either in-game or online—detailing all current values for XP gains, supply costs, and storage limits. This would enable easier comparison and ideation for future tweaks, especially when designing mods with numerous weapons.
* **Why?** It allows quick reference without keeping the game open and running in the arsenal, streamlining the proposal of balanced changes.
* **How?** These data likely reside in game files; exposing them via an accessible developer-backed export (e.g., automated parsing to a website or in-game menu) would be highly valuable.
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# 1. Bug Fixes
1. **Global storage lag**
Transferring or sharing supplies between entities—even within the same base—can be very slow.
2. **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).
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# 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 wasteAT rockets** | Default supply cost | • 100 supplies per RPG rocket • 150 supplies per US AT rocket launchers |
| **AI reinforcement spawns in supply points** | Standard delay, standard count | • Increase time delay between spawns 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) |
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# 3. New Feature Suggestions
* **“Ports” for coastal bases**
Requires all surrounding bases to be captured; once all adjacent bases are secured, the coastal base’s port begins producing passive supplies over time (\~100 every 10 s10 s). If the port is attacked, it is disabled for 20 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.
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# 4. Supply Runs
Supply runs earn XP according to the formula :
```
XP = (supplies_delivered / 10) × distance_km × 2
```
For example, delivering 100 supplies over 0.5 km yields (100 / 10) × 0.5 × 2 = 10 XP. To prevent farming exploits currently, no XP is awarded for any run shorter than 0.2 km.
**For the new formula, XP scales linearly with the straight-line,# 4. point‑to‑point distance between the pickup and drop‑off coordinates to prevent somebody just doing circles.**XP Gained
All parameters in the formula—the divisor (10) and multiplier (2)—are tunable, allowing balance adjustments to overall XP rates and progression pacing.XP related changes have been moved to the following suggestion : T191351