First of I just want to say I've said this in some other peoples suggestions regarding firebases a couple of months ago but I found I wanted to test how .9 played out before making a thread of my own about this.
Ok, so one thing I've been thinking about for a long time and I've really irritated myself on is how firebases are taken down. Now we have a system where you have two options to take down an enemy firebase, you can either run up and knife the radio or you throw an incendiary grenade.
Both of these ways are in my opinion silly, unrealistic and encourage lonewolf (and often suicidal/martyr) tactics since it most of the time is enough that one guy sneaks up on it in order to take it down.
ATM firebases aren't defined as much more than a building consructed using a fisher price radio as main support structure which spawns an unlimited amount of soldiers out of a small white square.
And this ain't especially realistic. Also, real life firebases can many times take up as much space as a whole PR map so the one we have in PR are really to small too.
But say there is more of a symbolic value in the ones we have?
Yes, the way I see PR's firebases is not as much as a building as such as it rather is more like a flag - a secured area controlled by friendlies (if it's your team's). Sort of a point where the in PR "virtual" or "symbolic" supply routes go to deliver supplies and reinforcements (hence the spawning). Then of course these can be fortified to either a fortified position or a place where a fire support group deploys (hence the deployable assets)
So the idea I have had is more that it follows these rules:
- Team 1 has a firebase with a few people around it.
- if 2 soldiers from team 2 enters a say 50-100m radius of the FB - spawn is disabled disrupted supply lines) if I'm not mistaken it works like this already.
- When team two has a more soldiers than team 1 in the radius, a timer starts. When this timer reaches 0 the firebase is destroyed. The timer counts down faster the higher the ratio team 2 to team 1 (i.e. it goes faster if team 2 has 8 men than 6).
Right, I hope I havn't missed something now and that you get the idea.
Revamp of Firebase destruction
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akatabrask
- Posts: 560
- Joined: 2008-04-10 14:36
Revamp of Firebase destruction
Last edited by akatabrask on 2010-02-21 18:31, edited 1 time in total.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Revamp of Firebase destruction
hmm, that doesn't sound bad. it'd definitely be worth a test if you ask me. the current Main bases are FOBs. the FOB complexes in game are more like defensive lines and the FOB structure itself is the communication station between that defensive line and the actual FOB.
my idea would be, make it both. Have the count down, BUT also allow it so if team 2 manages to gets close enough to drop something on it before the time limit, it can be manually destroyed. that or a smart squad sneaks around and pops a LAT/HAT into it.
my idea would be, make it both. Have the count down, BUT also allow it so if team 2 manages to gets close enough to drop something on it before the time limit, it can be manually destroyed. that or a smart squad sneaks around and pops a LAT/HAT into it.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Pedz
- Posts: 696
- Joined: 2009-05-07 20:05
Re: Revamp of Firebase destruction
Sounds like a good idea although i personally think that it should be around 3-5 players to destroy it and 2-4 players to disable it, or it may make firebases obsolete on smaller maps (unless there's a way to change the radius).

