Diffirent abilities of FO's for each faction.

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Aquiller
Posts: 884
Joined: 2008-03-25 09:43

Diffirent abilities of FO's for each faction.

Post by Aquiller »

I was wondering that now, when we can place 4 FOs wherever we can (with 400m space between them), it could be interesting to give them some abilities depending on faction.
What I mean (examples):

US Army: FO's have the ability to re-supply vehicles (but still cant repair them, resupply inf etc.)

USMC: FO's have the ability to re-supply infantry (but still cant resupply/repair vehicles).

British: FO's have the mountable .50cal on top of it for extra protection (still - cannot resupply/repair).

China: FO's have ability to heal infantry (but still cant resupply them nor repair vehicles).

MEC: After deploying the FO's, 2 (two) limited kits are being deployed nearby (like pickable kits for insurgents).

Militia/Ins: no abilities

Is it possible to implement such thing? What do you think about it?
SleepyHe4d
Posts: 221
Joined: 2008-02-11 10:25

Re: Diffirent abilities of FO's for each faction.

Post by SleepyHe4d »

Hmm, I love asymmetrical warfare and all but not being implemented in this way. That's just me though. :\
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Diffirent abilities of FO's for each faction.

Post by Chuc »

Heheh sounds a bit like something from Warcraft :lol:

But no offense intended, I don't think this is the way to asymmetrically balance each faction by their FOs.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Diffirent abilities of FO's for each faction.

Post by Tirak »

I like the vein the British one is going, I know it'd be very low priority, but deviations in the looks/effects of the FOBs would be great to see and emphasize a style of play for certain factions. After all, they are trying to add a bit of RTS gameplay into PR.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Diffirent abilities of FO's for each faction.

Post by Scot »

Not a great fan to be honest, it might be a start in the right direction, but I'm not a huge fan atm.
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TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: Diffirent abilities of FO's for each faction.

Post by TF6049 »

Reminds me too much of Generals. If you wanted something like this you would have to let the commander pick (E.X. do I want really advanced planes *swaps out F-16 with F-22 and A-10 with F-117* or extra helicopters *adds 2 more Apache spawns*).
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Diffirent abilities of FO's for each faction.

Post by Tirak »

TF6049 wrote:Reminds me too much of Generals. If you wanted something like this you would have to let the commander pick (E.X. do I want really advanced planes *swaps out F-16 with F-22 and A-10 with F-117* or extra helicopters *adds 2 more Apache spawns*).
You know, CO set spawn assets would be neat. You get so many armor points, so many air points, so many FAV points ect. ect. and if there's a CO, he can change the balance a bit, fewer tanks and more APCs, fewer Attack Choppers and more Transports and vise verse. :-D
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Diffirent abilities of FO's for each faction.

Post by Teek »

Tirak wrote:You know, CO set spawn assets would be neat. You get so many armor points, so many air points, so many FAV points ect. ect. and if there's a CO, he can change the balance a bit, fewer tanks and more APCs, fewer Attack Choppers and more Transports and vise verse. :-D
we could have a system like World in conflict.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Diffirent abilities of FO's for each faction.

Post by Rudd »

I would say no to the specific suggestions to FOs you have proposed.

But in a way, we have it already

Insurgents cannot build assets around their FO, but US/UK can

conventional warefare is closer to symmetrical for balance reasons (as well as realism I assume) and therefore the only differences in FOs should be the kind of 50cal

augmentation of what can spawn at a FO may be needed, but not quite like this imo
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