Supply Depo..

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I was on IRC a few days ago and brought up an idea about a supply depo and it got quite a few people interested. So what do you people think of the idea of a supply depo in INF?

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bob-415

New Member
Jul 5, 2000
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good idea but....

then one has to be worked into every map.... maybe make old maps useless, and how often when you are that low on ammo are you going to make it back alive...snipers would love to sit there scoped in on the door.
 

R-Force

(IF)
Nov 21, 2000
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I believe supply depot or ammos/guns stack would have their place on some maps, but not all. When you are defending a base, it sound realistic that some ammos caches would be around. If you are fighting in the middle of nowhere, supply depots don't make any sense... I guess supplies should be like a map specific bonus, not something everyone should expect on every maps... Also ammos stacks should be quite limited and might not have all ammos availiable, same thing for guns...

I know enough to know that I don't know enough.
 
E

Excelsiore

Guest
Supply depos

Isn't there a cache of shotguns in Extreme Predjudice, in the blue base (or is it red?) house on the 2nd floor? Thought I saw it the other day.

That which does not kill us, only makes us stronger.
 
prehaps a random spawn of a ammo crate?

at start of the round for either side? and for DM maps just one "near" a spawn spot.

I can see how to make one ON a spawn spot, but no NEAR.

but thats my idea on it :)

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fissionproductions

Guest
If there were to be an ammo / weapons cache in the map, it should be set so that the items don't respawn. After it's used, it's gone. Respawning ammo just takes away the edge of realism. But then of course we'll have the problem of the bots taking all of the weapons. Good idea though, but I feel it is up to the mapper whether or not to place this in their maps.

-Fission
 

JaFO

bugs are features too ...
Nov 5, 2000
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Besides being useful on the shootingrange-level, it might lead to an interesting domination-variant.

In UT domination-levels you just have to touch a controlpoint, but you don't need to stay there.

But if there was a small cache of supplies (either ammo, a one of a kind weapon or item) you'd have a real reason to defend the spot, besides the points gained for controlling it ...

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The_Fur

Back in black
Nov 2, 2000
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It would be nice for say a ssault mission, where the defenders have to use the weapons in stock on the base, that is one way of preventing every level to be taken over by 100pct scoped m16's with m203's

Also it makes for a nice escape option
Like the CS escape missions (back in the 3.4 days). With the difference being that every weapon in INF can kill you whilst in cs most were pretty useless.

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JaFO

bugs are features too ...
Nov 5, 2000
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// assault - mission :
I think letting the defenders choose between a limited set of loadouts (ie : 1 with a M16+ ACOG, 2 with an MP5, etc) you can prevent one player from taking more than his share of the guns.

Because if someone took a mp5 and beretta and robar it would leave someone without weapons (and not to mention ammo). This would only be a problem on public servers I think, but one which has to be given some thought.

It would also give the map-designer the ability to prevent the defenders from using certain weapons in his map.

// escape - scenario :
In an escape - scenario you'd might want to limit the number of loadouts so that not everyone can get a loadout/weapon. Then the people trying to escape would have to protect those without weapons.
In this case you'd probably want to limit the loadouts for the 'defenders' in the same way as the assault-mission.

- Hindsight is always 20/20 -
 

The_Fur

Back in black
Nov 2, 2000
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I was thinking more as in limiting the type of weapons to fit the scenarion, for instance if you wanted to recreate the LA shooting, you could disallow the usage of loadouts and have the people start with pistols only and the occasional shotgun (grab from swat cars) while they have to raid a gunstore for one or 2 m16s

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