Task #1501

Add ACE radio functionality to new radio type

Added by Woodstock about 6 years ago. Updated about 6 years ago.

Status:Closed Start date:05/22/2009
Priority:Normal Due date:
Assignee:Doomguy % Done:

0%

Category:-
Target version:Warface v1.1.8a

Description

Hi, I noticed the new VDV radio operator has a different radio pack to the standard Russian infantry guy.
He uses 'ACE_P159_RD99' instead of 'ACE_p159_RD90'.

Please can you add this to the loadout.sqs 'radio list' so that it has functionality?

Also I noticed that the town HQ buildings no longer have radios, but this may be intentional so just letting you know.

History

Updated by Doomguy about 6 years ago

  • Status changed from New to Feedback

Fixed in rev. 633. All radio types are now picked up.

Indeed, I committed some changes that disabled radios in camps and depots. This requires that you keep a radio or radio vehicle close. I'm not sure yet this is going to be the default setting (before, by default camps and depots had a radio). What do you think?

Doomguy

Updated by Woodstock about 6 years ago

Thanks for the fix.

I think if things were staying as they are it would be better to have the radios at the depots to call in reinforcements.

But, because you are adding factories to towns it is probably better not to have them. Since you can just hide in the depot and recruit from the town factories all day long making it almost impossible for anyone to take the town.

Updated by Doomguy about 6 years ago

Until somebody destroys the factory...

Updated by Woodstock about 6 years ago

But you can just build another factory, no?

Updated by Doomguy about 6 years ago

Well, factories cost supply and probably a lot of it because you're building in a town. Also, construction will be disabled if you lost too many camps to the enemy.

Doomguy

Updated by Woodstock about 6 years ago

I had an idea about this that perhaps you will like:

When you recruit from the town factories it costs 'supply value' from the town as well as money. e.g: infantry cost 1 sv, Humvee costs 3 sv, MBT costs 10 sv etc.

This simulates a need to keep the supply lines 'to the front' open. It also adds a fun dynamic where an attacker can attempt to encircle a town to attack the supply trucks coming in from behind, mine the roads, blow bridges etc. All to starve the town of supplies.

The defender then has to choose whether to split his forces to continue to defend the town and also defend his vital supply lines.

I'm not sure how the AI would handle it but in theory I think it adds a very fun, and realistic element to town capture/defence.

Right now there is not much incentive to attack/ambush enemy supply trucks.

Updated by Doomguy about 6 years ago

  • Status changed from Feedback to Closed

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