More Clarity Logistics & Campaign

Hi everyone,
I read section and other posts with what we like, don’t like and don’t understand well. Some answers were repeated about logistics and campaign progress. Let me show you my ideas that maybe can solve some problems.

Logistics & Campaign for Enlisted

Main idea – Rework for Logistics from two general types (Troops/Weapon) into few smaller.

Propositions → Most of them are in examples form to visualize my intentions.

All ideas based on closed alfa – Battle of Moscow

Change of recieved supplies – It depends on activity in the end of the game. From 1 to 3 points of Logistics you can get by statistics (I propose 3 for top 5 players of each team), another 3 for vicory and 1 for lose. So you can get at most 6 point for good match or 2
„Sometimes you need to lose the war to win a battle, but wait…huh?”

Logistics (troopers)

  • Regular Soldiers – Here you can recive units with standard training (Trooper, Assaulter, Shotgunner)

Cost: 3 logistics points

  • Special Units – You can gain troopers who have characteristic weapon or destination (Flametrooper, Sniper, Engineer, Radio operator)

Cost: 6 logistics points

  • Crew members and Support Units – Soldiers who can support others from their tanks, planes and by mid range weapons (Pilot?, Mortarman, Bomber, Tanker, Gunner)

Cost: 10 logistics points

Idea – for every type of trooper reinforcements you can create separate graphic that would visualize what it contain – characteristic weapon and role.

Logistics (weapons)

  • Standard weapons – Repeating rifles, Sidearms, Sub machine guns, Shotguns

Cost: 3 logistics points

  • Class special weapon – Semi-automatic rifles, Flamethrowers, Machine guns, AT rifles

Cost: 7 logistics points

  • Soldier equipment – Medpacks, Grenades, Explosives

Cost: 5 logistics points

Idea – Changes in soldier appearance depends on his experience. Example – First level trooper use forage cap and basic uniform, when the veterans wear worn helmets and full equipment.

Idea – Like soldiers that you can rank up in academy you can also exchange three same classes to the chosen one.

Campaign

Idea – Adding milestones headquaters support between troop/units progression

Example:

  1. – Osttruppen support – You gain three trooper class (Level I)
  2. – Assault set – You draw random submachine gun and two grenades
  3. – 3rd Reich propaganda – You recive temporary experience bonus for chosen squad and for campaign till next level
  4. – MP40 – You get access to submachine gun MP40 and you recive one piece of this weapon
    Kamienie milowe Enlisted

Thank you for your time.
Please let me know what part of upper solutions you like or dislike, or even don’t understand! I will answer and upload it regulary.

5 Likes

I must say i don’t dislike current logistics mechanic. I got almost enough grenades and stuff just from unlocking new infantry division. Current system makes “completing” an entire squad very rewarding, and i dont think better guns and gear is essential. It’s not a very competetive game with AI’s around, i have a more single player approach to this game, i dont seek advantages.

1 Like

+1
Wow, this is by far one of the best proposals for logistics system I have ever seen, if not best outright.
I´m definitely backing this one, as it´s both far more consumer friendly AND still retains some of the addictive RNG to make people keep coming back (I assume, that is the reasoning behind RNG in logistics in the first place), or motivated.
Implementing logistics based on this logic, would feel far better than current system.

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I absolutely love the idea of cosmetic changes added with experience

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i’m sorry to say…

but i disagree with the core point.
mainly for the user, and company regards/reasons.

first of all, if people knoes what they are gonna get,
you are going to let the players having superforces by the specific and known RNG system.
the current one in my opinion it’s the best one. because it’s random. it gives automatically some random soldiers and some random equipment.

microtransations in this game has to be a thing in order to the company to keep up the work. meaning that i would lock customization behind microtransations rather than seeing people buying logistic and get all the best equipment above the others.

as i said once, i prefer paying for a skin, rather than equipment.
which i quote, and still prefer this mind where developers stated that every character that you own, should and will progress along side with your play time.
( can read more on the main page )

it would have been a good idea, if the only the game wasn’t going to be a free to play.

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the irony i guess…

if only i knew…

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Well, I’m suprised too.

i mean, you convinced the devs, it’s fine.

just because i disagree doesn’t mean it’s a bad idea ^^