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[Suggestion] Small Crate for Chopper
Forum » Public Server » Public Server Discussion
Joined: 20th Jan 2013
Rank: Management
Likes 1623
30th Jul 2016

With advanced medical and a decent medic there's a vastly improved chance to out last your ammunition - like last night, which was absolutely fantastic. This does sadly (and happily for small groups) decrease the workload on transport pilots dramatically. 

I think a reasonable solution to this is the ability for transport pilots to spawn a small selective loadable crate. They would select the section of whom it's needed for, and inside would be just the bare minimum ammunition and medical supplies for that section. Keeping it low would increase the requirement of transport duties, as well as justify in some cases driving back to base and filling a vehicle up on supplies.

Now, with these choppers flying over to where was presumably an active area, much like in Blackhawk Down, there would be a Somalian man on an outdated Nokia phone telling his buddies shits going down. Thus, when a small ammo crate is unloaded outside of base, it should have the RNG jesus chance to summon a sizeable attack on that location (with some delay, to give them a little bit of a chance to pick up supplies).

I think this would apply really well to Insurgency, but it in my opinion would also be applicable in Domination. 

Edit: When the crate is emptied, and/or after a set duration it should despawn.

Second Edit: Maybe a larger crate, for a bigger resupply could be requested, and lifted by only the chinook. However due to its size and greater noise, it would have a greater chance and/or greater attack.


"Jokes on them, I was only pretending to be retarded."

Last Edit: 30th Jul 2016 by Bosenator
Joined: 4th Oct 2013
Rank: Inactive Member
Likes 1022
30th Jul 2016

sounds cool , but i dont agree with them being able to "spawn" it in ... meh realism

maybe have some in storage of heli so can just take them out , or have boxes around base that could be sling loaded ?


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"magical realism is defined as what happens when a highly detailed, realistic setting is invaded by something too strange to believe"

"doing the average thing - will get you the average results"

"its turns out that common sence - isnt that common"

Last Edit: 30th Jul 2016 by JEFRO
Joined: 20th Jan 2013
Rank: Management
Likes 1623
30th Jul 2016

You could keep a stash for each section near the helicopter spawn location, and mark each group distinctively so the pilot doesn't accidentally transport the wrong ammo types. They would have to respawn though, like vehicles or players, or you'd run out on a particularly long session and/or be prone to griefing.

I am slightly iffy about the amount of objects on initial connection area, as it can be spotty at times now with the fps drop for a good minute on Takistan when you spawn in for the first time. I also think the total haulage at any given time should be low, to increase workload for the transport pilot. As rearms aren't needed more than one per half an hour tops.

Perhaps the spawning system could be the pilot interacting with a quartermaster giving an requisition order, to mask it? as opposed to my idea of a pole like flashpoint?


"Jokes on them, I was only pretending to be retarded."

Last Edit: 30th Jul 2016 by Bosenator
Joined: 4th Oct 2013
Rank: Inactive Member
Likes 1022
30th Jul 2016

+1


Signature Picture

"magical realism is defined as what happens when a highly detailed, realistic setting is invaded by something too strange to believe"

"doing the average thing - will get you the average results"

"its turns out that common sence - isnt that common"

Joined: 31st May 2013
Rank: Member
Likes 1275
30th Jul 2016

Like this alot!


Arma Pacis Fulcra - Armed Strength for Peace

Joined: 10th Aug 2013
Rank: Management
Likes 700
30th Jul 2016

We will add this
Forum » Public Server » Public Server Discussion
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