New FOB-System (Building-Points/new Assets)

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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

New FOB-System (Building-Points/new Assets)

Post by WeeD-KilleR »

Hello,

I wanna share an idea which i am thinking of since 0.95 was released. I would suggest a new System for building a FOB. To my suggestion:

Give each building (like the AA or TOW) points. E.g. 50 points for a TOW. And each FOB is allowed to have a maximus amount of points like 200. So u can add buildings to a FOB but it won't get a super-sized FOB with everything, like a AA, a TOW, 2 HMG's and Foxholes & Wires. This idea should give the SQL the possibility to choose what kind of FOB his FOB would be. When he adds more HMG's, TOW and less wires it would be more a kind of "attack Fob". In the other way, refuse the amount of TOW's and he can build mor wires.

I hope you understand what I mean but i will show you an example:

How many BP (Building-Points) an asset needs:
-FOB (0 Points needed; limited to 1 per FOB)
-AA (50 Points, 2 per FOB)
-TOW (100 Points, 1 per FOB)
-HMG's (50 Points, 4 per FOB)
-Wires (25 Points, 10 per FOB)
-Foxholes (25 Points, 10 per FOB)
-Mortars (75 Points, 2 per FOB)


So now a SQL starts to build a FOB for defending North City in Muttrah.

He place a FOB (Amount: 0 Points) and now 2 HMG's, one heading south other east (Amount: 100 Points). Next he build a TOW (Amount: 200 Points, limit reacht).

This type of FOB allows you to defend your self against APC's and Infantry. But an APC is possible to flank the TOW and take it out. Not that his way is blocket by lots of Wires. It requieres more teamwork to defend this FOB and the flag. You need more intel about the direction of the APC etc...

I don't want to say this way of points i used is the perfect mix. That's something where is some work is needed to find the perfect way. But it's a good start.




PART 2

Now to the my second part of Idea. New buildings for the mix, combined with my idea of BP's. Some new buildings for conventional and unconventional factions. I know, some of my ideas are a resuggestion but i want to show you these things combined with my idea of Points.

Conventional Forces:

- A Radarstation to support the AA:
It allows you to find out where are the planes and helicopters are coming from. But it works only on 100 meters and higher, so low flying helicopters like in Muttrah are not detected. It should cost a lot of BPs and limited to one per Map with a radius of 1 km. I think something like this is nice to have on Kashan or Burning Sands.

- A build-able repairstation:
A station where Vehicles can repair and reload (reloading would cost ammo from a crate. And supply trucks can't reload there.). It should be faster as a drop-able repairstation but not that fast as the supply depot in the main.

- A build-able helipad:
A helipad which can be build and provide a flat landing space for helicopters. I don't know if this is possible because of the collision. But helis could get repaired on this pads and reload it's flares. No ammo for the guns or crates.



Unconventional Forces:

- A cammoflage net:
It could be used to build over your cache on open spoots. So it would be a better hide for it, even in open places.

- A LMG-nest:
Insurgency could build a LMG-Nest (maybe with the AK which is on the techi) it would help to defend a cache against infantry. But it's weak against armor. So the BLUFOR needs to work more in a team to get a cache.

- A pit:
It should be the opposite of the foxholes. Not that strong against heavy armor but prevent against mortars and APCs.

- A roadblock:
The opposite of the wires. Heavy armor like Tanks could drive through it and break it. It should be something like rubble and tires.



Just some ideas, now u can discuess it. I really like to get a feedback.
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: New FOB-System (Building-Points/new Assets)

Post by Haji with a Handgun »

Very well thought-out Idea, sort of like it. Seems like a lot of work though.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: New FOB-System (Building-Points/new Assets)

Post by dtacs »

For your Part 1, you're pretty much trying to glorify FOB defense and over-complicate the building process. Currently, there are alot of changes which could improve game-play whilst not sacrificing realism, however you are just adding a system which is strictly not needed and will make players frustrated when trying to build firebases, especially if they aren't knowledgeable of the system.

The developers put a ton of work into the firebase building system, and its still being developed, its ludicrous to drop the current working iteration and adopt your model.
- A roadblock:The opposite of the wires. Heavy armor like Tanks could drive through it and break it. It should be something like rubble and tires.
Resuggestion.
- A pit:It should be the opposite of the foxholes. Not that strong against heavy armor but prevent against mortars and APCs.
Not possible on the BF2 engine.
- A LMG-nest:Insurgency could build a LMG-Nest (maybe with the AK which is on the techi) it would help to defend a cache against infantry. But it's weak against armor. So the BLUFOR needs to work more in a team to get a cache.
Resuggestion, doesn't fit Insurgent playstyle as they are supposed to be an on-the-move force as opposed to a static one. The notion that they are defending is already ingrained enough, it shouldn't be solidified furthermore.
- A cammoflage net:It could be used to build over your cache on open spoots. So it would be a better hide for it, even in open places.
Simply not needed as its going to give the cache away alot more, plus there are already static ones on Lashkar which don't really block it from the air anyway since choppers don't fly as high as they do IRL.
- A Radarstation to support the AA:It allows you to find out where are the planes and helicopters are coming from. But it works only on 100 meters and higher, so low flying helicopters like in Muttrah are not detected. It should cost a lot of BPs and limited to one per Map with a radius of 1 km. I think something like this is nice to have on Kashan or Burning Sands.
Please show a source that localized aircraft radar exists that can be transported by infantry or is usually placed at firebases in both conventional and unconventional situations. Because to my knowledge, no such thing exists and towed radars are massive. Plus PR is limited to 4km, radar is used to find aircraft at distances well over that.
- A build-able helipad:A helipad which can be build and provide a flat landing space for helicopters. I don't know if this is possible because of the collision. But helis could get repaired on this pads and reload it's flares. No ammo for the guns or crates.
What is stopping somebody from putting it in an unrealistic position? It isn't realistic to erect a landing pad which would have a full groundcrew including someone on POL and at least 2 guys on ammunition handling duties that is open to attacks from armor and could be built right next to the enemy main.
- A build-able repairstation:A station where Vehicles can repair and reload (reloading would cost ammo from a crate. And supply trucks can't reload there.). It should be faster as a drop-able repairstation but not that fast as the supply depot in the main.
No. See above for reasoning.
WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: New FOB-System (Building-Points/new Assets)

Post by WeeD-KilleR »

Haji with a Handgun wrote:Very well thought-out Idea, sort of like it. Seems like a lot of work though.
Thank you
dtacs wrote:For your Part 1, you're pretty much trying to glorify FOB defense and over-complicate the building process. Currently, there are alot of changes which could improve game-play whilst not sacrificing realism, however you are just adding a system which is strictly not needed and will make players frustrated when trying to build firebases, especially if they aren't knowledgeable of the system.
Isn't that everytime a new one starts playing PR? And i dont think a newbie would go and the first thing he do is Squadleading and building a FOB. And, if he is smart, he reads the Manual.

But what I dislike on the current FOB System is this overload mass of building. Alle the wires and foxholes. Which makes an defending easy, but an attackin hard. There should be a better balance and I think my idea is a good start.


And I already said that some buildings are a resuggestion. For your source, i know that there is not a carriable radarsystem for INFANTRY. But carried by trucks and co are aviable. Just let me take a look. I think i will find something.

?sterreichs Bundesheer - AMADEUS 2002

this is a swiss radar system. Look pretty that what i am meaning. And i think if a army from Swiss owns a system like this. A bigger army will too.

another one, dont know which forces use this radar system:
http://www.radartutorial.eu/19.kartei/karte118.en.html

Here a radar system used to find enemy fire (artillery or mortar):
http://machinesforwar.blogspot.com/2010 ... radar.html
Last edited by WeeD-KilleR on 2010-12-09 09:14, edited 2 times in total.
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: New FOB-System (Building-Points/new Assets)

Post by BenHamish »

One of those radar systems that detects the flight path of mortar rounds..

# Strokes chin #
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Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: New FOB-System (Building-Points/new Assets)

Post by Himalde »

Attacking a defended fob should be hard. Deal with it.


A buildable landing-pad for trans helicopters would be nice, but only for picking up / dropping troops and supplies in steep and uneven terrain.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: New FOB-System (Building-Points/new Assets)

Post by Kain888 »

BenHamish wrote:One of those radar systems that detects the flight path of mortar rounds..

# Strokes chin #
Wow, interesting.
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: New FOB-System (Building-Points/new Assets)

Post by WeeD-KilleR »

BenHamish wrote:One of those radar systems that detects the flight path of mortar rounds..

# Strokes chin #
ehm, i dont get it.
Himalde wrote:Attacking a defended fob should be hard. Deal with it.
the problem is (in my opinion) that is to easy to defend a fob and too hard to attack. This result in a static warfare. And this is what i try to solve with my idea.
Last edited by WeeD-KilleR on 2010-12-09 13:33, edited 1 time in total.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: New FOB-System (Building-Points/new Assets)

Post by Tarranauha200 »

Well defended FOB is hard to destroy and requeres teamwork.
1.Long range support to pin down TOW/AA(Sniper/Marksman)
2.Now if AA is pinned down and long range support pins down any mobile one you can destoy FOB whit CAS
3.If TOW is pinned down and long range support is dealing whit any hats armor can deal whit FOB

And then, you can always rape it whit mortars.

Its supposed to be hard,
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: New FOB-System (Building-Points/new Assets)

Post by Dev1200 »

I've never had any problems dealing with fobs, and it's not like they are always built up 100%. If they are in a defendable position, just mortar or CAS it. There's nothing a fob can really do to defend itself from a 1000lb bomb, since AA is essentially useless atm.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: New FOB-System (Building-Points/new Assets)

Post by maarit »

i really like to see some updates to the building mechanics.
what i would like to see is that fobs assets would depend the amount of crates.
if you bring with supplytruck one crate to the place where you gonna build fob...its all that you get...
bring another one crate...you get hmg,foxholes,razorwire...etc.
if you bring 8 crates you get mortars,tows,AA`s and all fancy stuff.

https://www.realitymod.com/forum/f18-pr ... anics.html
Sex_Cactus
Posts: 94
Joined: 2009-06-17 22:28

Re: New FOB-System (Building-Points/new Assets)

Post by Sex_Cactus »

I really like the helipad and I don't think that'd be too unrealistic or impossible to make (how hard is it to copy and paste existing helipads and make it a build-able asset?).

I also like the idea of a light machine gun nest, though not for insurgents or militia. I think it would be perfect for conventional forces to be able to have an RPK/M240/etc on a 360 degree swivel to protect against up close infantry or choppers and light vehicles, especially in the cities or jungles where .50 cal nests aren't always practical. To compensate for their range of motion, though, I would make them fairly open, like the TOW. As for zoom function, I dunno. Maybe yes, maybe no.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: New FOB-System (Building-Points/new Assets)

Post by Bluedrake42 »

This needs more thought
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