Was sitting on this idea for a while now and something like this came up recently again so i thought i make a little design document for it to have the idea in the open.
What is it?
A Cargo Quad Bike
REQ now has a Vehicel in its storage at round start, a one man Quad Bike. It does not replace the supply pads, but is an added tool for REQ.
It is only drivabel by autherized personal, wich can be ensured by its need for a key to be driven or ID acces.
It is used for quick and easy transport of supplys in the Area of Operation.
Allowing the role of REQ to be more engaging beyond “pack creats”.
How does it work?
It would be a one person vehicel, likly just a reskin of the souto mobile, wich posses 4-5 invetory slots that are cababel of holding backpacks and large items. Allowing for much easier transportation of supplys, small supplys drops, and quick and easy sorting of said supplys.
How will it effect the gameplay loop?
REQ is already at its best when they have someone groundside that is able to judge situations properly and communicate with shipside what is needed in further FOB drops. Ie. REQ tent and deployd CT.
This aproches the front drops in a similar vein, allowing REQ to skip the middleman and bring supplys on their own judgement directly to the front. Allowing for more active ingagement between REQ and groundside and a more noticabel impact. For example, you only need now supplys coms to be able to get supplys to the front. No longer a range finder as well. Making front reinforcments much easier to orgnaize for most players, though to the lack of required reccourses. Only a radio key, not radio key plus rangefinder wich no one takes only for supplys drops.
This would give more people a reason to get a supplys radio key, wich is rigth now rarley used.
Yet this would come with the indangerment of the CT driving the quad, making the supplying of the front much more efficent and active, but also much more dangerous. So yes, there would no longer be a cool down between drops, but also the drop can be murderd on its way to its target.
Also the key would prevent PFC to just fucking steal the Quad.
Is it realistic to code?
Should be.
Resprite the souto mobile, make it faster (for example. runner speed), add cargotrains key thing, and give it “invetory space” that is tecnicly just human back slots. Allowing for storage of bags, but also large items like guns and shit. Giving people choices is good. And that can be easy balanced by adjusting the amount of “back slots” the quad has.
I would do it myself, but i just started learning coding. I can barley find weapon values in that wall of text man.
I would also say, put creats on that Quad. But judging by how the cargo train is not able to do that, and nobody bothers to do it, i assume that coding task is to much of a hassel. Besides, this is just to show that it is reasonabel to code. If someone knows how to code it putting creats on it, nobody is stopping them from implementing that if this turns into a PR.
Would it fit lore wise?
Yes, its pretty common for miltary to use Quads in active battel for transport. Just google military Quad bike. Most of them are strapped full of bags, creats and all sorts of shit. Often even have a trailer attached to it. Something the almayer was likly to cheap to even buy.
They are fast, agile, dont need special tools to transport things and are low cost. Would fit absolutly lore wise to be found gathering dust on the almayer.
Edit: Why is it needed?
REQ is currently rather boring. The gameplay loop only concists of packing boxes each round. This is a way to make REQ roles more active and give them a gameplay loop beyond moving items left to rigth.
One of the first question that pops up is “Front drops are better, so why bother?”.
Yes, they are better. Tecnicly. But as every CAS/Mortar main can tell you, people very very rarley give you cords/signals. Front drops are rarley properly managed.
Giving req a tool to quickly and safly supply the front would give REQ a level of independence in there gameplay loop. REQ is a shipside role, and it should be as independend from other jobs as possible to stay fun. Shipside roles dont interact much with other players, so they need to be fun on their own.
Allowing REQ to decide when and where front supplys should be send allows them to plan supplys more easily and consident. This will also give the role another level of depth wich is very much needed for CT.
The REQ tent will likly see more action from the addition from this as well, giving it the oprtunity to act as a sort of “FOB” for req to organise supply runs groundside.
This is not about making a better version of the supply pad. Its about giving cargo players more control over their own performance, without needing to rely on other players as much.
Yeah, have at it. Every time there is a heated argument about readding the APC this always comes to my mind. And now it seems there is an actual good reason for it to exist.
Migth just end up as an open idea of mine that i willl work on in the future, maybe not.
Either way, i like having my ideas open. Collective is more creative then the singel person after all.