FOBs are bad for gameplay.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: FOBs are bad for gameplay.
I was having some serious deja vu while reading this thread. We've already had this argument, way back in the Rally Point betas. We ultimately saw the RP destroyed as a viable piece of equipment, and the opinions on how that turned out were (and still are) mixed, but one of the things that the nay-sayers at the time did correctly predict is that gameplay didn't really slow down, the unintelligent zerg continued one or two at a time until the spawn was overrun.
Some method for introducing players to the active battlefront is required for gameplay to occur at a pace that will hold the attention of players who aren't already playing ArmA. As long as rotary and fixed wing aircraft are seen as disgusting, worthless tools (increasing penalties for mistakes and failures have lead to a downward spiral of opinion for airborne assets) by SLs, DEVs, and Mappers at large, then some method to magically create players at or near the front line must exist.
Some method for introducing players to the active battlefront is required for gameplay to occur at a pace that will hold the attention of players who aren't already playing ArmA. As long as rotary and fixed wing aircraft are seen as disgusting, worthless tools (increasing penalties for mistakes and failures have lead to a downward spiral of opinion for airborne assets) by SLs, DEVs, and Mappers at large, then some method to magically create players at or near the front line must exist.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Vicious302
- Posts: 407
- Joined: 2010-07-28 19:54
Re: FOBs are bad for gameplay.
1 word. Armor. Use it more and you will find that fobs are just a mere nuance in the sport of armored warfare. The problem isn't FOBs, it's having 5 infantry squads while there are 5 pieces of armor sitting in main and on top of that, no one mentioned that as a key reason why 65+ is better. I saw it today on Black Gold, 3 Coaxil Thermal Jeeps and 2 APCs just sitting in main. Group all those up and you can rick roll the whole map and trust me, FOBs and Infantry will be the last of your concerns. How could PR improve this? Bigger servers, more apcs and tanks on certain maps, more concentration, more lines, more mobility, less sitting around doing nothing, more sitting around doing alot.
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CR8Z
- Posts: 413
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These are all great scenarios, but every game is different. Sometimes, It's all armor and no inf. Other times, It's all inf and no armor. While still other times there may be many FOBs or none at all. It is this gift that makes the game dynamic and always different, exciting and new.
Sometimes FOBs ARE bad for gameplay, and sometimes they are great without changing a single setting. It just depends on the game.
The best part is, if there is no commander, you are in charge of your own destiney and can lead a squad in any direction you choose.
- A gift from Gawd. You're welcome.
Sometimes FOBs ARE bad for gameplay, and sometimes they are great without changing a single setting. It just depends on the game.
The best part is, if there is no commander, you are in charge of your own destiney and can lead a squad in any direction you choose.
- A gift from Gawd. You're welcome.
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Wo0Do0
- Posts: 103
- Joined: 2009-03-23 22:04
Re: FOBs are bad for gameplay.
I play alot of sc2, and in the sc2 community it had a somewhat bad reputation at times for when people blame their lack of skill on the balance of the game.
This post is the epitome of someone who remind me of that. Instead of re-addressing what we are doing wrong in the battlefield, we try to change what we aren't excelling at because we're too lazy.
Ever wondered maybe because someone is beating us because they're outplaying us?
This post is the epitome of someone who remind me of that. Instead of re-addressing what we are doing wrong in the battlefield, we try to change what we aren't excelling at because we're too lazy.
Ever wondered maybe because someone is beating us because they're outplaying us?
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Bad1n
- Posts: 32
- Joined: 2008-01-22 13:55
Re: FOBs are bad for gameplay.
It doesnt have anything to do with being pro or noob. This game is a modification and it needs feedback from players to maintain balance. Even if most of people doesnt agree its is still worth to listen what they have to say. I personaly dont like this way of thinking that all must stay as it is , isnt broken then dont fix it etc. That is the way of progress, thats why games get patches. Many people said that there is room for improvements, that current system is not perfect and that is the best evidence that it isnt.
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flyn28261
- Posts: 2
- Joined: 2013-02-10 20:19
Re: FOBs are bad for gameplay.
Most of the time the game is lopsided a squad is a main not doing anything or a lot of people are lone-wolfing.Wo0Do0 wrote:I play alot of sc2, and in the sc2 community it had a somewhat bad reputation at times for when people blame their lack of skill on the balance of the game.
This post is the epitome of someone who remind me of that. Instead of re-addressing what we are doing wrong in the battlefield, we try to change what we aren't excelling at because we're too lazy.
Ever wondered maybe because someone is beating us because they're outplaying us?
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DudeofDeath
- Posts: 68
- Joined: 2008-06-08 22:53
Re: FOBs are bad for gameplay.
DDS wrote:I don't know what servers you all play on, but I've never seen FOB's as an issue. If there is a commander or even a squad worth their salt, they will figure out where the FOB(s) are and make them an objective to be taken out. It's a strategic objective that we relay about during the game all the time. I have taken out more FOB's than I could care to count, aren't hard to find and all you need is a knife.
What thread is next... bullets are bad for gameplay?
This is exactly what i think about FOB's too. I think they've been refined over time in PR, and are a huge reason why i love the gameplay the way it is. Strategic placement and protection of the FOB's can win maps like they should be able to. Bad placement and/or failure to protect them can lose maps. Seems balanced to me...
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: FOBs are bad for gameplay.
The fact that people always try to hide FOB's in a bush where it is hidden rather than in a strategic well defended position tells me that the idea of a "FOB" is not present currently. It should rather be called a waypoint or team rallypoint... it has nothing to do with a FOB in this case. A real FOB will always have defences.Cpt.Future wrote: It would be better to make people want to defend a FOB. So it's really a guarded base or an outpost. (Instead of an extra spawn point that squadleaders are trying to hide so nobody finds it.) -> Would increase the realism, too.
For the gameplay the "fob" system today works well... it just bothers me more and more the way they are used and that they are never defended.... a rename to "team rallypoint" and let it be the same as a commander rallypoint, but still require a crate would seem more fitting to me.
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L4gi
- Posts: 2101
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: FOBs are bad for gameplay.
Its called Forward Outpost in-gameL4gi wrote:Isnt it actually called a firebase ingame?
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ExeTick
- Posts: 855
- Joined: 2011-01-13 22:50
Re: FOBs are bad for gameplay.
if everyone was going to defend FOBs there wouldnt be anyone actually going for flags/caches.For the gameplay the "fob" system today works well... it just bothers me more and more the way they are used and that they are never defended.... a rename to "team rallypoint" and let it be the same as a commander rallypoint, but still require a crate would seem more fitting to me.

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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: FOBs are bad for gameplay.
I think that the right term of use would be that the main bases on the maps are FOBs (Forward Operation Base) and the spawnables are FSB (Fire Support Base). That is, if people acutally used them for setting up fire support with mortars, TOWs and HMG.L4gi wrote:Isnt it actually called a firebase ingame?
Peace is that brief glorious moment in history when everybody stands around reloading
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: FOBs are bad for gameplay.
Earlier I suggested to lower the amount of fob's that can built for that reason, but no one needs to defend a "team rally-point" since it is just a rally-point. If there was something like team rally-points that doesn't go away unless if enemy's are near it (to avoid camping) then the Forward outpost count could be lowered to maybe 2-4 and those would be near the front line and obviously occupied to strengthen the assault or defence.ExeTick wrote:if everyone was going to defend FOBs there wouldnt be anyone actually going for flags/caches.
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Tit4Tat
- Posts: 514
- Joined: 2009-12-11 12:41
Re: FOBs are bad for gameplay.
I'm swaying for the less FOB idea tbh, I think FOB's should only be able to be deployed inside the cap radius of a flag, keeping in mind the longer rally points which can be used as a FB to attack/capture a flag, after the flag has been captured a FOB can be built inside the cap radius with all the assets and should (in theory) entice people to have a more defensive mind set. Saying that, you would need to change the radius at which the enemy can disable the FOB and maybe increase the amount of deployables such as foxholes, wire HMG's.
This should in theory turn a FOB into what its supposed to be, a Forwards Operation Base which is properly defended and is a stepping stone for attacking squads etc.
I know people might moan and say what if we lose it etc etc but than its just the same as any type of assets, if you don't take care of it you'll lose i.e if you don't have decent defense squad defending the FOB you'll lose it and it might be a massive blow for the team.....but with time people will understand the importance of this and it might (again, in theory) focus the game play a bit more into the direction of actual teamwork and coordination.
just my 2 centios
This should in theory turn a FOB into what its supposed to be, a Forwards Operation Base which is properly defended and is a stepping stone for attacking squads etc.
I know people might moan and say what if we lose it etc etc but than its just the same as any type of assets, if you don't take care of it you'll lose i.e if you don't have decent defense squad defending the FOB you'll lose it and it might be a massive blow for the team.....but with time people will understand the importance of this and it might (again, in theory) focus the game play a bit more into the direction of actual teamwork and coordination.
just my 2 centios
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: FOBs are bad for gameplay.
Fobs are making the game more dynamic. Without them, and no transport available, players would be very frustated if they have to travel great distances over and over again.
And if the enemy isn't able to search and destroy the enemys position... The area isn't secured at all.
Just seeing smurfs post right now:
It might be a nice feature aswell. Had something similar in mind.
And if the enemy isn't able to search and destroy the enemys position... The area isn't secured at all.
Just seeing smurfs post right now:
It might be a nice feature aswell. Had something similar in mind.
Last edited by K4on on 2013-02-13 09:54, edited 2 times in total.
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: FOBs are bad for gameplay.
Fobs simulate reinforcements. If you want to take an objective, you might have to look for reinforcments in the perimeter of the objective.
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: FOBs are bad for gameplay.
Because of the amount of frustration caused by being stranded because a pilot CTDed, or a vehicle slid off the map, etc., I don't believe the DEVs plan on making any further changes to the spawn system.
I have seen situations of whole teams standing around at main for lack of transport (no one built FSBs).
I have seen situations of whole teams standing around at main for lack of transport (no one built FSBs).
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Mikemonster
- Posts: 1384
- Joined: 2011-03-21 17:43
Re: FOBs are bad for gameplay.
The FOB system can be abused/exploited.
In this game we had a ninja Commander - The actual team was pants and lost. He built FOB's the whole round (bless him). Simply drove through an empty map with a Logi truck and built them.
We were a **** team, and didn't exploit them because we were on the back foot, but it does show how ridiculous the system can be currently.
Muttrah is a good example because of the USMC tendency to also create ninja-FOBs with Hueys, a tactic that again exploits the emptiness of the map (and formerly the airtankness of the Hueys). They can literally fly in 'blind' and 9/10 will successfully drop off a squad and a crate and return home.
FOB's are good and allow a lot of variety, however it can be a bit ridiculous at times.
Currently PR simulates a special forces battle/skirmish between a few small teams of troops, which is ironic considering the 'NO SF' focus.
I suppose the only answer would be to make them only buildable behind friendly troops. How you would implement this I have no idea.

In this game we had a ninja Commander - The actual team was pants and lost. He built FOB's the whole round (bless him). Simply drove through an empty map with a Logi truck and built them.
We were a **** team, and didn't exploit them because we were on the back foot, but it does show how ridiculous the system can be currently.
Muttrah is a good example because of the USMC tendency to also create ninja-FOBs with Hueys, a tactic that again exploits the emptiness of the map (and formerly the airtankness of the Hueys). They can literally fly in 'blind' and 9/10 will successfully drop off a squad and a crate and return home.
FOB's are good and allow a lot of variety, however it can be a bit ridiculous at times.
Currently PR simulates a special forces battle/skirmish between a few small teams of troops, which is ironic considering the 'NO SF' focus.
I suppose the only answer would be to make them only buildable behind friendly troops. How you would implement this I have no idea.

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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: FOBs are bad for gameplay.
Wait, how about this one; You actually have another squad being the reinforcement? Much more realistc eh.Cassius wrote:Fobs simulate reinforcements. If you want to take an objective, you might have to look for reinforcments in the perimeter of the objective.
Everything that can be exploited, will be exploited. First by clans, then by others.Mikemonster wrote:The FOB system can be abused/exploited.


