Supply Bases & Supply Lines
This page describes the concept behind supply bases and the experimental proposal of supply trucks to represent supply lines
Last updated
This page describes the concept behind supply bases and the experimental proposal of supply trucks to represent supply lines
Last updated
At this point you might be thinking "what's the point of supply bases if map control is so much more important and why are they called "supply bases" in the first place" and that'd be a legitimate question.
Supply Bases, while they do not make the enemy team lose that much tickets (unless you control all of them), are actually very important because of their key difference with the regular strategic points in Domination and Conquest modes:
Supply Bases are able to resupply everything, shells, bullets, crew members, fire extinguishers, smoke grenades...
This is what i meant when i said reduce the "a tank eventually has to die" phenomen at the beginning, not making sure to destroy a hostile vehicle gives them the chance to repair and fully resupply and while it may be less of an issue on the frontlines, it becomes more troublesome when attacking a supply base
Now we're getting to the behavior of crates once they touched ground
So for each compatible equipment/ammo, an icon will appear over the crate and another one will appear on the minimap. As the shell icon needs to display more information, it should use the same system used for teammates marker (usernames, vehicles...):
>250m: Only the shell icon is displayed if an ammunition is compatible
250-125m: The type of each compatible ammunition is written on the right side of the shell icon
0-125m: The amount of compatible ammunitions of each type is displayed along with the type (like: APCR x 5)
Crates have the following characteristics:
Crates have two possible state: friendly or hostile
Crates dropped from an allied aircraft are by default friendly
Besides lower probability of compatibility, nothing prevents hostile vehicles to use friendly crates
To refill, a vehicle simply needs to stand still next to the crate, just like on strategic points
You can only refill one type of shell/modification at once
Players can however prioritize what they're refilling first by pressing the F key, which will start refilling another thing (as such, rotating between each ammo type/equipment can be achieved by pressing F multiple times)
Like on strategic points, what is currently being refilled will be highlighted with a progress bar on the bottom bar listing the shells and equipments
Friendly crates cannot be destroyed
Hostile crates can be destroyed by applying sufficient and appropriate firepower on it, or, if they are on the ground, by colliding with it with a sufficiently high momentum
Starting to refill using an hostile crate instantly makes it friendly, at which point you cannot destroy it anymore but the opposite team can
Crates can be loaded on supply trucks if the additional mass doesn't go over the maximum additional mass a truck can support
To make calculations easier and the overall process much less of an headache, how much supplies a crate can contain may be calculated using mass only, as it is already sufficiently accurate
Knowing how much additional mass a vehicle can carry is not enough, we also need to know how much mass can a crate contain. Unfortunately, i couldn't find any historical document specifying a standard for supply crates size so i'll just make one up:
1.5m x 1.5m (visual only)
200kg of max capacity
The amount of such "standard crates" that can be loaded should then be calculated based on how many crates are needed to contain all the selected supplies
Part of this proposal has been edited from the initial one in the 1.1.0 version following kamikazi21358's feedback
Supply trucks , due to their relatively high impact they can have on the battlefield, are limited to players with no vehicles left and not enough spawn points to spawn in vehicles of their secondary line-up
They are entirely unarmed vehicles meant for support only, with relatively high speed but extremely low survivability.
However, while they may seem pointless, they make supply bases even more impactful:
They carry supplies in crates, said crates can be dropped to be picked up later, either by another supply truck or by an helicopter
They are basically a moving supply base that can replenish itself by going back to the friendly supply bases
They can help repairing, but while they contribute more to repairs than medium tanks, heavy tanks and such, they contribute less than light tanks
As they help friendly vehicles, supply trucks generate score, rewards and a moderate amount of spawn points
The biggest challenge with this feature is to make resupplying a supply truck fast, easy and intuitive. To achieve that, this proposal suggest a categorized interface, giving global and local overviews:
Note that most of the values shown in this example are completely random
When opening the resupplying interface (which can only be done on supply bases), 6 categories are shown:
Light Tanks Equipment - Contains the equipment (mainly shells) light tanks (but not exclusively) use
Medium Tanks Equipment - Contains the equipment medium tanks (but not exclusively) use
Heavy Tanks Equipment - Contains the equipment heavy tanks (but not exclusively) use
Tank Destroyers Equipment - Contains the equipment tank destroyers (but not exclusively) use
SPAAs Equipment - Contains the equipment SPAAs use
Universal Equipment - Contains equipment that is mostly universal to all type of tanks, such as
Fire Prevention Equipment
Smoke Grenades (of all calibers)
How much vehicles currently use part of this equipment is shown at the right of each category, under the vehicles type icons
Clicking on a category makes it expand to show its equipment, following specific rules:
Only calibers and shells that are used by the team are shown, this includes:
Currently deployed vehicles
Not yet deployed vehicles
Calibers sub-categories are sorted by how many deployed vehicles use them
Shell types in each sub-category are also sorted by how many deployed vehicles use them
If all vehicles using a certain caliber or shell type cannot spawn anymore (not even through the use of spawn points for air players), the caliber/shell isn't displayed anymore
How much vehicles currently use each equipment (shell/fire prevention equipment..) is shown at the top right of each equipment card, under the vehicles type icons.
You may have noticed that the amount of shells that can be loaded (in this case, the white numbers) are different for each type; This is not completely random, they do have different limits:
A 152mm APCBC shell is 25x heavier than a 57mm APCR shell, and as such, a supply truck should not be able to load nearly as much 152mm APCBC shells than 57mm APCR shells.
The maximum amount of shells a truck can carry is therefore limited to the maximum additional mass the truck can support
If we were to take the interface example where the maximum additional mass for this truck is said 800kg, then it would only be able to carry a few of the 460mm shells shown above, contrary to the example numbers
Just like tanks, carrying the maximum amount isn't necessarily the best approach as:
Carried supplies are physically represented as crates, the more crates, the more visible a truck becomes, and the more crates, the higher chances of a detonation are
Because the mass of the supplies is added on top of the mass of the truck, the truck's power-to-weight ratio is decreased
The interface can also be used to unload some of the currently loaded supplies.
In the cases where a vehicle of a different class uses a gun caliber that is usually used in another class, the caliber will simply appear in both categories
This proposal was added as of the 1.1.0 version following kamikazi21358's feedback
Players will be able to spawn in a transport plane able to carry supplies if the following conditions are met:
If the player's main line-up is their air line-up, they may spawn as a transport plane as long as they didn't spawned twice in one yet
If the player's main line-up is their ground line-up, they can only spawn as a transport plane once and if they earned the required modest 50 spawn points
Ideally, transport planes should be based on historical model such as the american Douglas C-47 Skytrain
Supplies will be in the form of physical supply crates and should of course be limited to how much the plane can carry, ideally also based on historical references like the following:
The standard crate (as defined up above) being able to contain up to 200kg, that means the Douglas C-47 Skytrain would, in-game, be able to carry up to 13 full crates and a half-full.
However, that is the theoretical amount. Planes, due to their high-speed flights nature, should not carry the maximum load possible to ensure the plane can still be controlled. This margin of safety should range between 10-20% of the plane's max capacity.
For the Douglas C-47 Skytrain, for example, i set the margin of safety to 500kg. Meaning the Douglas C-47 Skytrain would be able to load up to 2221kg of supplies, roughly 11 standard crates
A mass will need to be given to all modifications/equipments for this to work (smoke grenades, fire prevention equipment...)
The dropping process should follow the historical methods, more particularly the Low-Velocity Airdrop as defined by wikipedia:
The delivery of a load involving parachutes that are designed to slow down the load as much as possible to ensure it impacts the ground with minimal force. This type of airdrop is used for delicate equipment and larger items such as vehicles.
Each crate will therefore have a parachute, slowing its fall down enough to prevent damage to the fragile equipment it carries. This is an excellent way to balance it as well since the opposite team will have two ways to deny the other team's supplies:
Fire high-explosive shells at the crate to destroy it, or even regular armor piercing shell hoping that it will be enough to detonate the shells stored inside
Fire directly at the parachute while the crate is still relatively far from the ground to make the crate fall much faster, effectively destroying it on impact
That second option would be even easier with accurate machine-gun fire so it would be possible to efficiently deny a team's supplies.
While an obvious way to prevent the opposite team to shoot down the crates while they're in the air would be to drop them at low altitude, it would in fact result in an airdrop failure as drops from too low altitude wouldn't give enough time for the parachute to slow down the fall
The RTNC Method (Real-Time Needs Calculation) term will be used to talk about the algorithm right below, but also more generally variants of this algorithm that also calculate the distribution of supplies in a crate based on how much they are needed
Unlike for supply trucks, players won't be able to select what they load, it will be calculated automatically based on the current needs of the team. As it's a multi-step process, i'm gonna write the raw algorithm as JS instead of a formula:
So as an example, once we've done this calculation, let's say that 7% of the supplies needed are 120mm APFSDS shells, then 7% of the plane's cargo space will be loaded with 120mm APFSDS shells
Note that for SPAA's ammunitions, the amount of belts is used instead of the total amount of singular ammos; Basically, the ammo belts are considered a single shell to more accurately represent the need of each ammunitions based on their size, and thus weight.
As such, ammo belts are loaded in the crates as well instead of single ammos
Delivering an airdrop gives 100 silver lions and 40 spawn points if:
The airdrop is successful (not dropped at too low altitude to prevent crates from crashing)
The airdrop is in the ground battle area (what good would a crate be if the ground forces can't reach it)
For every friendly vehicles within a 100 meters radius of each crate, 50 silver lions and 10 spawn points are given (as only rewarding based on if the ground forces use it would be unfair considering it's not up to the player)
Each friendly who refills one shell or equipment gives a 10 silver lions reward (very small because of how much it can be if a friendly refills a lot)
Unlike the dedicated transport planes, any helicopter can carry crates as secondary load but at the price of much less capacity than transport planes.
The goal is to make helicopters more relevant (especially utility helicopters) as currently most of them are just food for the enemy anti-air
Helicopters cannot carry nearly as much supplies as a transport plane. Because of this, it would be inefficient to have them load supplies like planes do. The proposal is to instead have them load specialized crates and give them more versatility over both trucks and planes
Helicopters have 6 options for their Cargo loadout:
Light Supplies Crate: A crate containing equipment that light tanks use (but not exclusively) distributed using the RTNC method
Medium Supplies Crate: A crate containing equipment that medium tanks use (but not exclusively) distributed using the RTNC method
Heavy Supplies Crate: A crate containing equipment that heavy tanks use (but not exclusively) distributed using the RTNC method
Tank Destroyer Supplies Crate: A crate containing equipment that tank destroyers use (but not exclusively) distributed using the RTNC method
SPAA Supplies Crate: A crate containing equipment that SPAAs use distributed using the RTNC method
No Supplies: No supplies at all, equivalent of the currently in-game possibilities
As you may have seen, helicopters cannot carry as much supplies as both supply trucks and transport planes, however, they can make up for it with their extreme versatility:
Thanks to their ability to land anywhere as long as there is just enough open terrain, helicopters can load supply crates from pretty much anywhere, including crates that are already on the battlefield (airdropped crates or crates that have been left there by supply trucks).
This however doesn't mean helicopters can recklessly move supplies around, quite the opposite in fact:
Like currently, the higher a helicopter flies, the more likely it is to get shot down; On top of that, the crate would inevitably be more exposed, and should a shell detonate it, the supplies would not only be lost but the explosion would also destabilize the helicopter
Unlike transport planes, as the crates carried by helicopters do not have parachutes to slow them down, dropping them at high altitude is extremely likely to break them. Any crate dropped above 15m has a good chance to break, forcing pilots to be careful when delivering supplies.
Helicopters cannot load crates on the battlefield if a vehicle is currently resupplying from it
Helicopters were never meant to primarily fight tanks, they are too slow and make too much noise to fight armored vehicles carrying heavy armament. In real life they are mostly used for recon, transport and rescue operations; War Thunder doesn't have infantry, making helicopters close to completely pointless.
This feature aims to fight that by allowing them to be useful in the second lines, where they can deliver supplies to friendly vehicles and punish light tanks trying to sneak around.
This wouldn't work too well if supply trucks, helicopters and transport planes didn't have at least a rough idea of who exactly needs the carried supplies; I've already mentioned the existence of a specific marker above the friendly vehicles that use some of the carried equipment, this same marker may be used to also indicate how much supplies a vehicle needs
Both the marker above friendly vehicles (shown above) and the minimap markers pulsate. The faster it pulsates, the more supplies the vehicle needs.
I've thought of using different colors for it at first, but i think this is a good way to do it that also works with people suffering from color-blindness