The ammo node will now be slowly refilling the arty's shells. That's nice direction 👍 . But it still leaves other nodes to be hidden and forgotten, with no function on the frontLine.
What the manpower node could do...
- if there were local tickets stored inside the spawnpoints, the manpower node could be slowly refilling those tickets inside the spawnpoints
- all medic **revives **made in range of the node could give back additional local tickets
- in a **ticketLess **system it could allow shorter spawn wave timers for the spawnpoints in its range
- could make the redzone garrisons in its range to** not have any redzone nerf** (yes, then nodes buildable even in the unlocked red)
- could be spawning 1 oneTimeUse bandage box every 2m, right next to it, up to 5
What else the**__ ammo node__** could do...
- in addition to being able to be arty refiller, in a local ticket system it could provide tickets for being able to spawn rearmed on the spawnpoints in its range
- or simply persistent ammo after x deaths when outside the ammo node's range
- it could allow** "press F" action to rearm** one's self manually for free - as an universal ammo box (with a 1-2m cooldown to prevent spam)
- or... could be spawning next to it 1 ammo and 1 ordnance box every 2m, up to 5, each oneTimeUse
What the fuel node node could do...
- friendly vehicles destroyed in its range would automatically give back 30% of their fuel cost at the moment of their destruction
- it could allow spawning light vehicles on them such as transport trucks or jeeps for free (or discounted), via some new "press F to spawn a jeep" action, with a 5m cooldown
- it could allow faster blowtorch repairs of the vehicles in its range
Ofc. the nodes would then need to get more range than the current 50m... let's say around 150m each node.
I still firmly believe though that the arty guns should be replaced by the mortars, but that's another topic.