#Fob radio cost relative to situation.
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You’re saying if a radio has more supplies, will cost more tickets
This discourages logistic radios
And this can easily be get around by leaving a vehicle there and only unloading when you need more supplies
This increases the burden of attack fobs, and increases the ticket drain
Yes but not by a lot. It's a very low scale for supply
If it gets insanely high it becomes more valuable.
This is a rough draft for resource and strategic based ticket scaling.
I was playing yeho armored and had this thought to assist the logistics of the tracked logis. Leaving a 20 ticket radio out randomly.is shit. If the tickets scaled with resources, say 5 for every additional 1000 after 3000, it would be more balanced.
Just s fun idea I had.
Trying to make some of the more ridiculous mechanics make sense
Like why you would ever create shitty slow logis on big maps bc you hate the playerbase
Could just add additional yellow supply cache circles to fob radios
Can't build on it, can hold supplies
Why remove the system we already have
Like this only discourages logi runs and hunting radios instead of playing objectives
You can already hunt radios and ignore ore objectives
Logi runs are tedious in tracked logis. This system makes a full fledged game out of logistics, instead of euro driving simulator. Vanilla logi runs can be fleshed out in an intelligent way, making it it's own fun rewarding game, instead of the minimalistic system we have now.
I cant think of anything better for logi drivers than a system they can optimize for better results.
It's another skill for players to master in this always online competitive game.