Supply points are the single currency for spawn points, deployables, HE ordnance, repairs, and FOB construction. Logistics vehicles carry supply points and consume them when building or resupplying forward assets.
Initial spawn and pre‑match setup
Initial supply: Each team begins with a baseline allocation (example: 100 supply points) for initial spawns and early deployables.
Pre‑match forward spawn: Two minutes before match start, teams may place a shared infantry respawn near a designated FOB using initial supply. After this window, forward spawns require logistics deliveries.
Logistics vehicle mechanics
Load tradeoff: Logistics vehicles that are half full provide no additional spawn capacity; when fully loaded they grant additional spawn capacity but move slower. This creates a tradeoff between sustainment and mobility.
Example capacities: Transport ship = 1500 supply; logistics vehicle = 2000 supply (illustrative values for balancing).
FOB lifecycle and supply circle
FOB activation: A FOB becomes active and provides a team shared spawn only after a logistics vehicle delivers supplies and a HAB is constructed.
Supply circle: Each FOB has a visible supply circle (suggested radius: 300 m). If the supply at the center is depleted or the supply node is destroyed, the FOB is disabled. Deployed structures remain but cannot be resupplied until a new FOB is established and supplied.
FOB persistence: Deployed items persist on the map when a FOB is disabled but are non‑resuppliable until resupply.
Resupply rules
Vehicle resupply: Tanks can be resupplied with AP at the front from FOBs or logistics vehicles. HE resupply requires returning to a main base or a supplied FOB and is slower and more costly at FOBs.
Infantry resupply: Infantry resupply and deployable construction are limited by logistics cargo delivered to the FOB. Deployable counts scale with logistics squad size and logistics vehicle capacity.
Teamwide respawn points
HAB deployment: Logistics cargo can be spent to create an extra teamwide respawn point (HAB). HABs consume a defined supply cost and occupy FOB capacity.
Spawn sharing: Infantry spawns are shared by all players within an active FOB radius to encourage coordination and protect supply lines.
Each player manages one combat squad and one logistics squad. The logistics squad determines what is carried to the front and how many deployables are available.
Logistics routing and automation
Players can draw routes for automated logistics convoys. Convoys follow player‑defined paths and can be manually controlled at POIs to place deployables or build FOBs.
Provide a default automated logistics route for casual matches and full manual control for competitive or simulator matches.
Deployable limits and progression
Deployable counts are limited by total logistics cargo delivered to the frontline and the number of logistics squad members.
Support units and deployables can be gated behind a separate research line or player rank progression.
acturally i’m trying to reduce the affect of super big bomb, as a single one would likely destry all building of the block. so either it’s heli + rocket only, or needs loads of RP to deploy** (kinda like commander skill or nuke, where u can hop back to current vehicle, but the strike is operate by real player), and AA is also strictly limited to light tanks and inf IR missle
also, current enlisted mode of playing does not allow assinging AI to deployed wepons and operate them automatically. Imagine in the future, u can construct all the defense line just by assigning AI and let the line keep by themself ; ) (untile the fab-3000 knock the superfob)
if the game still run on few player(which is likely what they planned on because of the server issue) a single chat of commander cannel would be enough, since each player is playing 1-2 squad, with additional proximity chat that both frendly and oppoent can hear would be extra fun
yes, here i am a squaddy, squad is becaming unplayable due to recent updates(well since 6.0 ICO), so i’d expect this game mode would be extra successful.
also warthunder, squad, brokenarrow and HLL shares loads of player base. Who would not like to play a better optimized version with full internal vehicle damage
Yeah I was just kidding, I actually love that idea
That would be awesome, imagine building a machine gun nest or assigning sandbags that your AT soldier would guard on a map like Advance to the Rhine… That would be incredibly epic
idk, 10.0 still quet poor compared to 5.0 era, the main means of optimization they did but secretly turn down the resolution level and hope no one would knotice. Besides, they(offworld) still planning on ue5, which would definitly kill the player base.
also they remove old al barash map because it does not compatible with ue5…
i mean contents are great, new fraction are great, votes are great.
but there is no other new contents and mechanism acturally implemented since 4.0
i just want my frames back to 120FPS
Can we have laser pointer so infantry can support laser guided weapons from CAS? There are many misilles and bombs with Laser+IOG+GNSS guiden in game already. In counter, there could be contructable jammer, LWS etc…