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Russia's Arms Supplier Deployment
TheSilverHands
post 12 Feb 2020, 4:57
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Hi there!

About the Russia Faction utilizes a secondary economy with the Arms Supplier van.
In order to bring in money, it has to deploy first.
The issue with this is that if the van moves, the deployment ceases and it does not make money.
If you are moving tanks, other vehicles, infantry, construction cranes, or making building sites around the base, it is likely that it would interfere with the Arms Supplier and it would need to get out of the way. When it moves, the deployment ceases.
It is a nice idea for the van to "set up shop", but it does make a little hassle for the player to manually re-deploy the Arms Supplier.

If you could have a way to automatically re-deploy the Arms Supplier, or have it generate money even when it is moving (similarly to China's Hack Van) instead of deploying at all, it would be quite helpful. wink.gif
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TheSilverHands
post 12 Feb 2020, 4:59
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And gosh darn, I didn't play ROTR in quite a while.
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Hanfield
post 12 Feb 2020, 16:50
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needing to deploy is intentional, or else russia would have one of the easiest secondary economies


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TheSilverHands
post 14 Feb 2020, 20:34
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But how about the USA supply drop zones? You just build them.
Or China's hackers? You move them to the internet center (like arms suppliers in the industrial plant), and for the hackers outside, they can go into camouflaged hack vans (or not).
There's the GLA black market and bounties, also simple.
ECA has those towers you simply build.

How would needing to deploy arms suppliers be a balancer with the other factions? They are in the way of many other vehicles in the Russia faction, and constant redeployment seems unnecessary. The player (a general) does not need to directly command arms suppliers to generate money- they should do it automatically, like the supply drop zones, towers, black market, and hackers. And only the hackers outside the internet center or hack vans need to "deploy". But those hackers are much less likely to be in the way of other units compared to arms suppliers, so they don't have to redeploy all the time! The other four factions don't have deployment at all for their secondary economies. The USA and ECA factions have the simplest and easiest ones, even if Russia's arms suppliers do not have deployment.
The war factories may be busy with building other vehicle units instead of arms suppliers, and the industrial plant may be busy buying upgrades instead of arms suppliers. This is a good balance. USA and ECA would need their construction units to be busy building secondary economy structures, China needs one dozer to build the internet center (though it is not a tier 1 or 2 structure, but it's just one building with 10 hackers vs multiple supply drop zones and towers) and make hack vans, and the GLA only deals with upgrades.

I do understand that the player should be forced to take the time to deal with their secondary economies (other factions building structures, recruiting hackers and placing them in the internet center or hack vans), but the biggest problem is that every other faction but Russia has AUTOMATIC secondary economies. You can spread supply drop zones or towers around the base and they generate money on their own, and hack vans too (and you can place two more hackers into the van, but this is easier than redeployment), but it is impossible for arms suppliers to do the same because they are in the way of construction cranes, vehicles, construction sites, and even infantry. This is an unfair balance because this makes a secondary economy for Russia more finicky than the other factions.
A ranger or dozer does not prevent a supply drop zone from continuing its money generation, but a conscript or a crane does (and often) with an arms supplier. Sometimes you look around map or other bases, but then you go back to see that none of your arms suppliers are making money because they moved. You don't have this problem with the other 4 factions.

This is unbalanced.
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Zeke
post Today, 2:15
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You can garrison some of them inside the industrial plant.

EDIT: Unlike Hackers Arms dealers are vehicles meaning they are more mobile and can't be crushed. They need some kind of weakness, as well as an incentive to garrison them into the industrial plant.

It's not the best solution, but having Arms Dealers just generate money passively would probably make them OP, as weak economy is supposed to be a weakness of Russia.

This post has been edited by Zeke: Today, 2:25


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