We built a forward base in public recently and I noticed that it's not very useful for anything other than respawning, but if the players respawn here then they run out of vehicles to get to their section. It’s also missing a few creature comforts. With this in mind I've added a few new features:
Ammo spawning- leaders can now spawn ammoboxes from the big vehicle ammobox, provided the forward base has been activated from the table.
Vehicle repair- the vehicle repair (and rearm/refuel) system from base can now be used from the forward base box. This has a small radius and a timed repair but will not use tickets, and will replenish the wolfhound’s tickets if it’s nearby.
Vehicle spawn- leaders and 2ic’s can now spawn a small selection of light vehicles. Selecting the option from the vehicle ammobox will spawn softtop land rovers and gpmg wmik’s, the amount of which depends on the amount of players in the server. These will not respawn, and if you want something heavier then bring it in from base. This feature was put in because it was too difficult to bring all the forward base vehicles, self defence vehicles like wmik’s and jackals and survivability vehicles like the wolfhound along with whatever vehicles you wanted to run ops with. This will give you a minimal baseline offensive force to work with, so you don’t get all the way to setting up a forward base and then find out you can’t do anything.
All in all this should make the forward bases useful enough to become a home from home, especially on the big maps like reshmaan where bringing vehicles in is a huge endeavor. The long run of reshmaan is proving really useful in gathering data, and I’m considering raising the general point limit of insurgency maps back up to 1000 or potentially higher to keep this playstyle, because having it lower put more focus on points than teamwork.
I’ve also toned down the protection on the vehicle respawn system, to only have the check for vehicle corpses and not the check for working vehicles. This means that the game will still delete dead vehicles to make way for new spawns if they’re destroyed in base, but if a live vehicle is parked in the wrong spot then it will spawn inside it, like before. The reason I’m doing this is because I don’t have a method of more accurately determining the spawnzone clearance currently, so it was causing too many hung spawns.
As with other changelogs this week, they won’t be in effect until either next week or the next server restart, which will only happen if something goes wrong. I’m putting them up in small (ish) chunks like this because I may change past things in future and it would become confusing.
I'm the public server manager. I might forget to remove that from this signature when I inevitably go insane.