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Aug 13, 2026
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Experimental Version
Mission
Is it modded?
Description
Yes i want them back. *In my opinion* the positives far outweighed the cons, and quite frankly they never had a decent chance in HQC to really develop. There is also the often ironic "lag" between "official systems" and "modded server systems" We spent a year plus where Radio packs were never used in modded servers, and now that they are gone from Official, they have been warmly received in many of the popular servers.
The main issues: The last implementation via the 'ticket system' was easily abused and not effective, it also undermined supply. Previous versions that spawned with supply also presented similar issues. Radios were often hid in obscure and difficult to find spots. "chipping" at cap points by single players performing constant attacks was annoying. Various bugs/exploits used to intentionally (or not) to get inside objects like rocks or interiors.
To me the best form of the Radio backpack spawn was with supply, and in full disclosure i advocated for that system. I still believe it's the best way forward. But i think the implementation needs work. Notably that the packs should not spawn with supply. Supply should always be eaten from a separate supply source. The logic is simple, that by removing supply from the pack you are forced to utilize what you have or what you can find. Your footprint also grows. This removes the noted earlier issues as a pack is only as useful as the supply available to it. It also firmly puts the radio pack into the logistical system, where it belongs. A squad member could even need to be in proximity to activate the radio, encouraging squads to think about if an attack is worth continuing or regrouping.
The main problems i foresee: Supply sources are very limited currently in HQC. Hidden stashes are gone. Big supply points exist, but are often used as FOB's or the supply is drained. Vehicles are obvious, but due to clean up and upkeep will de-spawn without players interacting. This is also an issue for FIA. Setting up a cool little stash site with a tent and a arsenal truck for instance only lasts as long as you can keep it there. Lastly that radios when dead and without supply will just exist and become a burden to the squad. The bugs/exploits would need to be addressed.
Ideally i would like deployable vehicles. Much like how the MCU works, but locked to the squad leader. Or deploy-able/build-able stashes that will hold small supply without a vic. I would also like the ability for a SL to undeploy a radio via UI. If an attack fails or you regroup on a FOB and decide on a new objective it's both frustrating and time consuming trying to recover an out of the way radio.
With squad roles and higher average supply cost, radios would still need to be well fed for upkeep. This is a observable risk, and adds gameplay. Recon roles have consistent feedback asking for more tasks and objectives. To me this is a easy one that fits right in. If you know you are being consistently attacked from a direction having a recon team seek out the Spawn point is a natural fit. Rank should be given for a disassemble, Supply could be easily recovered and repurposed. A large rank/intel bonus should be given to a player who deposits a enemy radio back at a FOB. All features that contribute to dynamic gameplay.
The TLDR is give radios a chance in HQC. There is still lots of room to explore systems and integration. Squad cohesion is one of the most valuable aspects to effective gameplay.
Thank you for reading my TED talk.
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Issue Key
State
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Public
Group
Project
Creator
Created
Aug 13, 2026
Views
5Attachments
No attachments