FOBs are bad for gameplay.

General discussion of the Project Reality: BF2 modification.
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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: FOBs are bad for gameplay.

Post by Navo »

L4gi wrote:I remember when the CO had to set a bunker and the squads only other spawns were either rallies or main
Permanent rallies were horrible.
victor_phx
Posts: 343
Joined: 2008-09-15 04:25

Re: FOBs are bad for gameplay.

Post by victor_phx »

The "endless stream" people talk about simulates reinforcements. Tickets, for that matter, simulate reinforcements! If you put two squads against two others and they die - and that's it for a while - we'd have dull gameplay.

I guess I didn't even need to point this out.

What I see is important here is the value players attribute to their lives. Does everyone really want to stay alive? I think not. And what impact do FOBs have on that?
Navo wrote:Permanent rallies were horrible.
Yes, and shooting/stabbing them to deactivate made no sense.

I heard someone say there'll be no incendiaries next version. I wonder what deactivating FOBs will be like.
rakowozz
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: FOBs are bad for gameplay.

Post by ChallengerCC »

What about 2 gamemodes for maps or servers:
(sv.realisticMode: true/false)

1. Realistic mode (no FOB or a harder deploy etc... something)
2. Normal mode

The comunity will then decide what they like more.
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Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: FOBs are bad for gameplay.

Post by Nugiman »

In my opinion, FOBs simulate the line of communication.
In real-life, before grand attacks, an army always tries to cut the line first, so no more reinforcements can arrive, before attacking.
It is much harder to attack a position which can still get reinforced with troops or ammo supply than a position which is totally isolated.
This instance gets simulated by the FOBs pretty good. If a team has bad logistics (which means rarely any FOBs), they almost every time loose the match. Which covers the real-life again.

FOBs boost teamplay, because you need a couple of guys to set it up, maybe call in supply truck/helicopter and so on. Furthermore, if your team has a more aggressive set FOB near an enemy flag, all your guys coming from that direction. Which helps teamwork pretty much.
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: FOBs are bad for gameplay.

Post by rPoXoTauJIo »

[Trans-pilot-pov]
I both hate and love FOBs.

When there is plenty of FOBs over the map - you can work slowly on rare supplies requests, plan your route carefully, and be lazy pilot. BUT - there almost no job and it can become a bit boring.

If there's no FOBs on the battlefield and your team organized - it becoming a hell due to all this this "zomg asap"\"sorry, heli is full"\"no crate atm" situations, where one mistake - and your team flaming you as noob. BUT i'm playing PR for that risk and adrenaline :)
[/Trans-pilot-pov]

FOBs must be defended - so maybe better to make it unspawnanable when there is no friendly players(/on defence weapons) around?
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: FOBs are bad for gameplay.

Post by PoisonBill »

Just gonna throw this out here, I just have to say it! Fppwwe-phuhuuh.... 'Without' FOB's, Public Won't Work (on 2-4 km maps)
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Mj Pain
Posts: 1036
Joined: 2008-05-07 21:18

Re: FOBs are bad for gameplay.

Post by Mj Pain »

I dont think the fobs are the biggest problem but the new run and stamina settings we got in PR0.95.

Many times its easier and more "tactical" to let your inf-squad respawn at nearest fob after a firefight and just run back and kill the enemy squad before they can revive their wounded mates.

Before these changes you would win a firefight and you would have time to revive, secure the area and set up some defenses before that same enemy squad could run back from a fob.
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: FOBs are bad for gameplay.

Post by Heavy Death »

FOBs are good, but im up for reducing the spawn "spam". Makes everything arcade.

If it was my way, 0 FOB for 1km, 1 FOB/team for 2km and 2 FOB/team on 4km and no rallies.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: FOBs are bad for gameplay.

Post by 40mmrain »

How else can spawning be handled?

I think base spawning would work well with HUGE servers, but with only 30-50 per side (Depending on what 1.0 sees), flags would probably turn incredibly fast if you could only spawn in base.To me FOBs kind of simulate larger battles than what actually takes place, because "Reinforcements" can arrive quickly, right?

It's easier for 10 men to assault versus five, compared to 40 men assaulting vs 20
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: FOBs are bad for gameplay.

Post by PoisonBill »

Heavy Death wrote:If it was my way, 0 FOB for 1km, 1 FOB/team for 2km and 2 FOB/team on 4km and no rallies.
Servers can change quite much and matches can also have separate rules, but for public you need a clean and functioning template.
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goguapsy
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Joined: 2009-06-06 19:12

Re: FOBs are bad for gameplay.

Post by goguapsy »

After not playing for a maybe a year, and not posting anything here, I just wanted to say...

Oh, the nostalgia! I remember the exact same arguments being used for the permanent RPs :)

Well, since I haven't played this game for a while, I have no opinion. So I shall leave!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: FOBs are bad for gameplay.

Post by Pvt.LHeureux »

goguapsy wrote:After not playing for a maybe a year, and not posting anything here, I just wanted to say...

Oh, the nostalgia! I remember the exact same arguments being used for the permanent RPs :)

Well, since I haven't played this game for a while, I have no opinion. So I shall leave!
When I saw the last post by "goguapsy" I had to make sure my eyes weren't playing tricks on me :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: FOBs are bad for gameplay.

Post by CR8Z »

I disagree with the original post on almost all points.

FOBs make the game MORE dynamic, simply because you don't know where they are or where the enemy is coming from. If we only fought over the cap points, we would be playing BF3.

I can't tell you how many times there have been NO FOBs on the map and the team gets rolled.

As an SL, I like the option of FOB hunting, defending, attacking or other. Taking away the option makes hte game less dynamic.

I like the fact that there could be FOBs all around me. It makes it more interesting and keeps me on my toes.

How do you know how many FOBs are up unless you hunt them or a CO spots them on the UAV? You better stay alert!

Finally, I try to set FOBs up at each consecutive cap, thus creating a realistic supply chain leading back to the main base. In my experience, if there are a lot of FOBs up, only one or two is being used for respawns, because the others are nowhere near the fight. Those FOBs must be destroyed before being able to plance another, more useful FOB. This requires communication and teamwork, which is what PR is all about.

If there were no FOBs and we ONLY fought over caps, I think the game would get dull.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: FOBs are bad for gameplay.

Post by ChallengerCC »

Mj Pain wrote:I dont think the fobs are the biggest problem but the new run and stamina settings we got in PR0.95.

Many times its easier and more "tactical" to let your inf-squad respawn at nearest fob after a firefight and just run back and kill the enemy squad before they can revive their wounded mates.

Before these changes you would win a firefight and you would have time to revive, secure the area and set up some defenses before that same enemy squad could run back from a fob.
I totaly agree with this comment!

Thats the main problem for now! So lower stamina, runningspeed or fob availability could change something on this "action" like situation. Because tactics will be killed of this spawning/returning time behavior.
And for now its realy hard to hold against this and dont get in the same playingstyle.
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40mmrain
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Joined: 2011-08-17 05:23

Re: FOBs are bad for gameplay.

Post by 40mmrain »

seems like lengthening spawn time would serve that purpose better.
victor_phx
Posts: 343
Joined: 2008-09-15 04:25

Re: FOBs are bad for gameplay.

Post by victor_phx »

40mmrain wrote:seems like lengthening spawn time would serve that purpose better.
Oh, yes. Actually, I feel that the closer to the FOB you die, the more time you deserve to spend waiting for a respawn.
rakowozz
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: FOBs are bad for gameplay.

Post by A.Finest »

Since you dislike FOB's mention 1 other feature that could solve the spawning issue other than having to spawn allllllll the way back at base... Which btw is more than 2km away in most cases...

Imagine a round of Kashan with a shitty Air Trans Squad, they crashed their heli's and all of the Bradleys aren't willing to transport you... What are you going to do? Walk?..
- Im not saying walking is totally out of the question, but in terms of this FOB discussion, I'd rather spawn on a Forward Outpost. Where you from time to time find people setting up defenses and actually operating them...

FOB's from my POV has two purposes.
1. The spawn feature allowing your team to gather or move from. I personally use FOB's as a form of rally point if my squad got spread out over a larger area, perhaps after being engaged and half of the squad going down...
2. A forward defensive perimeter with deployed HMG's, TOW & Mortars... The HMG & TOW keeping the enemy assets distant and the mortars supplying the squads on the front line with Mortar Strikes... Not only does it scare the enemy a little because they know they cant move anywhere close before the HMG and TOW is destroyed, but also the uncontrollable rain of mortar shells randomly landing on top of their heads.

Another thing is, there is no other mod/game that I know of really that has this feature, considering the reality of it... Its quite close..

So Project Reality, well done! :)
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: FOBs are bad for gameplay.

Post by Jafar Ironclad »

How do you guys think combat would play out if the overrun radius and enemy count for FOB's (but not rally points) were significantly increased? Say, 500 meters with six or more hostiles on 4km maps, 250 meters with four or more hostiles on 2km, 125 meters with three or more hostiles on 1km. Squad leaders would still be able to set rallies to bring their squads in, and rallies would still be refreshed at firebases whether or not they are overrun.

I offer this as a strictly hypothetical scenario; I can't disclose our current plan for FOBs and rallies at this time.
{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: FOBs are bad for gameplay.

Post by {ZW}C-LOKE »

I really just don't even know what to say here... FOB's are an iconic staple of the originality of PR. Name one other game that gives you even remotely close to the same gaming experience as PR, I dare you. A.

B. Bunkers were awesome! Those should be brought back in some way, although I admit I wouldn't know where to begin or how to back up this request. I don't portend to claim that I even have the soggiest festering mildew of a wet dream as to a vision of how these could be re-incorporated.

C. Remove the FOB's, and the game would be less interesting. That's not hard to see.

D. I feel your frustration, although it's worth noting that the ability for the squad objective to not be so confined to just taking over caps is what keeps each round fresh and interesting from round to round.

E. Have you any ideas of the type of gameplay not currently in PR that you would like to see? If so, do share.
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zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: FOBs are bad for gameplay.

Post by zombie-yellow »

I think FOBs should be hardly nerfed. I'm saying this as a reagular transport pilot. For exemple, in Muttrah, the beginning of the game looks like this : fastfastfastfastfast west city now !!!! 30 seconds later : zomg 3 FOBs in North City, East City and West City ! And I just drop crates for mortars for the rest of the game.

If you put only 1 FOB per side (on all type of maps, even 4 km) it will make transport trucks/APC/choppers way more valuable and people will maybe remember what their purposes are. Right now, APCs are used to kill people and that's all. Choppers drop crates and transport trucks are used by squads who missed the choppers at the beginning of the game.

PR isn't meant for that. Seriously, you should change FOBs one way or another.
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