I'm hoping Behavior doesn't sell out and go with the latest and greatest "cheese" that other games are doing. BF4, COD... ect. No "cool downs" on the number of extra ammo packs you can drop for team mates. You get a set number, and that's it. Once you've dropped extra ammo it's gone, no extra ammo magically reappearing in your inventory after a set amount of time. Whether they tie ammo resupply to certain vehicles, or drop pods, NO INFINITE AMMO please. While I understand the game should be enjoyable, there should be some realities of the 40K universe present. I finished reading Deathwatch Xenos Hunters a few weeks ago, and ammo was always a huge concern in almost every single short story throughout the book. In fact mission plans were often altered according to each teams ammunition supplies.
Completely agree. If Eternal Crusade wants to distinguish itself amongst all the other clones out there, add depth. How? Make ammo, revives, combat multipliers (vehicles/heros/elites etc) limited. None of this nonsense like Planetside 2 where 1 engineer throws down an ammo pack & resupplies an army & has infinite ammo packs. No, just no. Same goes for revives. The zombie medic trains that plague Planetside 2 are horrendous. Clear a room of 10 people but at the last second a medic throws a revive grenade rezzing entire room. Horrible game design. If someone goes down, they should require 1 on 1 attention from a support class & they should have limited rez's available.
Glad to see fellow PS1 players (I couldn't really get into PlanetSide 2 for similar reasons). Fluff/Lore-Wise: Using weapons from Xenos/Traitors/Loyalists is akin to heresy/taboo for most of the factions. Orks care the least, but they have to make it Orky first. In contrast, Ork weapons are described to have "Little or no feasible function" if it's not in the hands of an Ork. In short--if the Ork doesn't believe his shoota can fire--it won't. People brought up PlanetSide 1--which is a great for inspiration--I'll give another: PAYDAY 2 A game that I play a fair bit of that's both Co-operative and involves limited health/ammo/resurrections would be Payday 2. Oftentimes my friends will "Spray and Pray" (given their previous FPS experience). This leaves my friend and I to bring extra, limited-use medkits and ammo bags (instead of 'cooler' things like mines and ECMs). Regardless, we are oftentimes hurting for more healing and ammunition by the end. In Payday 2, you can also pay resources ahead of time to have extra ammo/health on the maps (limited use, of course). For Eternal Crusade; I could totally see the Apothecary (and other classes like them) having access to limited use healing items. Or--if Tactical Marines can carry them as well--the Apothecary gets more uses. Devastators (and their equivalents) could have a similar system with ammo crates. Maybe Tactical marines can use them too, but Devastators get more uses. Finally--through the use of either Command or Requisition--it would be awesome if you could call down resupply drops for your Squads/Strike-Force/Etc. when needed (but it comes with a cost & time to deliver). If you can't get resupplied--you should need to run to a depot or hope that your transport still has resources (I believe Vehicles should have limited uses to Resupply as well--but that might be a little too "Hardcore" ). Going back to Resurrecting players; you could consider the wounded character to be the limiting factor (not the one picking him up). Yes, I'm going back to Payday 2 with this. Anyone can "cheer on" anyone bleeding out if they can reach them in time. However, a character that has almost died for the 4th time goes straight to jail. In contrast; a Space Marine that has been riddled with bolter fire for the 3rd time, and just needs a talking to or a shot of meds to keep going is bordering the ridiculous. EC players could be limited to the number of times they can bleed out. Executions, of course, bring this number to zero, and the player is force to choose a spawn point. So that they aren't spurned; maybe allow "Support Classes" less time to pick up a fallen ally; but, if he's too far gone, he should reappear back to the respawn point after too many deaths.
take it a notch further, have capturable ammo factories. if your faction doesnt own any of them, you start feeling it in what you can spawn. all the way down to having to use hand made rounds for bolt pistol/bolter only until you capture munitions factories again.
Items/equipment should have a limit, grinades/healing/repair etc. Ammo and alike should be the same as it would any other game. Having a set number before you spawn sounds like a good idea. Remember the points system is there to handle all balancing.
So have we heard any word from the devs what there plans will before for limiting ammo and supplies, as i remember them mention it once as they want to enough people to run into melee if there was a long siege going on as every one began to run dry on ammo
I remember reading somewhere that the ammo you spawn with would be reduced if you spawn in enemy territory but I'll be damned if I can find it. Instead, here are some snippets about loadouts, weapons and ammo from the "What Is Combat Like In Eternal Crusade" thread:
I'm pretty sure capital assets such as factories, mines, ect have been discussed by the Devs several times. As far as ammo caches at bases and outposts where individual players top off their grenades, ammo, med packs... I can't really buy off on an attacking Space Marine accessing Ork Ammunition/grenade caches inside an Ork or Eldar base. So please no silly ammo crates laying around that any faction can use. That's extremely cheesy. EAch faction should only be able to access their own ammo caches or resupply bundles.
I'm all in favour of limited ammo-box resupply mechanics, provided that the same applies to the medics as well...no infinite heals should also apply if ammo is finite.