capturealbe firebase / bunker

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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: capturealbe firebase / bunker

Post by single.shot (nor) »

see hfett has thy answer.........
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: capturealbe firebase / bunker

Post by IAJTHOMAS »

The 2 crates are diffcult to find once i've shot one straight after deploying my FB.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: capturealbe firebase / bunker

Post by McBumLuv »

[R-CON]Hfett wrote:Actualy i can do this on 0.8

Find the enemy firebase, find the 2 crates that they used to build theirs, destroy the enemy firebase and build yours using the crates.
Most SLs destroy the supplies to avoid this, and being able to capture such assets and claim them (thus allowing more than 4 FOBs) would establish a new importance in their defense. I would especially love to see this in CnC.

I'd love to see this in-game, but I believe it should be made much harder to capture FOBs than destroying them, providing a new set of choices as well. Perhaps give it a time consuming process (other than rebuilding it, which wouldn't quite feel the same as "capturing" it).

Perhaps making it so you have to capture it like a flag, if possible?
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single.shot (nor)
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Joined: 2008-04-12 07:06

Re: capturealbe firebase / bunker

Post by single.shot (nor) »

CnC this would be AWSUM, but for normal games i beg to differ from this topics creator.

and the guy that posted the link to a similiar link.. i would go for this threads suggestion instead of yours.. (spawning at flags = too vBF2-like)
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: capturealbe firebase / bunker

Post by mat552 »

I've never left 2 crates standing at a firebase I've built, helped build, or come across for exactly that reason, in fact I usually kill both unless I have someone with a HAT nearby.

It does seem reasonable to me that you would be able the .50, as the mechanism seems simple. (An amusing idea might be that the AA Emplacements work for both, but because the opposing army doesn't know the equipment, it would still treat whatever faction built it as friendly. (IGLAs always treat MEC as friendly.))

It would present an interesting tactical change if you could capture enemy firebases, I really like IAJTHOMAS's suggestion, just to give some added time to recapture the location.
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.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: capturealbe firebase / bunker

Post by McBumLuv »

Jonny wrote:I swear I have suggested this on at least two seperate occasions, oh well. Although my suggestions were more for the C&C mode, and make them much more like actual flags (ie, remove spawn points if found).

Anyway, so long as it still counts as an FO for the original team that placed it I dont see a problem. The team of the person who finishes construction gains control of it.
Exactly, this would bring such a huge gameplay improvement in CnC, as well. How, however, should one go about capturing it? similar to flags? Or would an SL have to be there and use a "Fisher Price radio hotwire screwdriver" to take over the radio for their team's use?
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IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: capturealbe firebase / bunker

Post by IAJTHOMAS »

McLuv wrote:How, however, should one go about capturing it? similar to flags? Or would an SL have to be there and use a "Fisher Price radio hotwire screwdriver" to take over the radio for their team's use?
*Points to own previous post.
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sittingduck911
Posts: 71
Joined: 2008-06-11 09:21

Re: capturealbe firebase / bunker

Post by sittingduck911 »

This is great idea. you could remove all flags and have the fire bases as mobile capture point only allowing the normal 4 firebases to be build by each team. they can be captured in the same style as now 3 ppl or more in the cap radius, the round ends when 1 team holds all fire bases. you would need to implement a ticket system the only thing would need to happen is once they are placed they can only be destroyed by the holding team this way they can be re deployed if located by the enemy but in doing so you take a big ticket loss.

this would be an excellent spin on the old capture the flag of vanilla days.

the fact that each team has to be proactive in hunting down enemy locations and setting defenses to prevent the opposing team from taking there's would promote team work like no other
Last edited by sittingduck911 on 2008-12-29 01:30, edited 1 time in total.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: capturealbe firebase / bunker

Post by McBumLuv »

IAJTHOMAS wrote:*Points to own previous post.
Yea, don't think I didn't read it. While that too could be productive if possible, it wouldn't give the same "feel" as "capturing" an FOB. I'd love to see this happen, however, whichever way is feasible. However there should still be an incentive to completely destroy enemy FOBs if needed (I'm thinking because the enemy would know already where it was and react, but something else might also be nice, as in a downed FOB, even captured ones, should provide a loss in tickets? However captured FOBs shouldn't take away enemy tickets?).
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Human Shield
Posts: 31
Joined: 2007-12-26 22:57

Re: capturealbe firebase / bunker

Post by Human Shield »

Have knifing the firebase spawn two invisible or underground supply crates that start decaying. So you can move right in within a reasonable time.
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: capturealbe firebase / bunker

Post by GreedoNeverShot »

1. This would mean more troops then ever would have to be diverted from capturing flags. (less people fighting, more sitting)
2. The old routine of stealthily crawling through the grass and knifing of the firebase would be gone.
3. It would divert more fighting to the firebases then flags(which are usually in the middle of no where), causing fights in the middle of no where.
4. This would be the kind of Gameplay that should be implemented for C and C, not AAS.
5. This would encourage people to place firebases, even farther from the enemy, causing less action.
"If you outlaw guns, only Outlaws will have guns."
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: capturealbe firebase / bunker

Post by badmojo420 »

I like the idea. I would like to see capturing them be similar to how rallypoints are overrun. So, for example if there are any enemies within 50m of the firebase, when you knife the radio, it gets destroyed, but if the area is clear, it becomes yours. This way you don't have guys running in and capping it during a firefight. And it doesn't become a capture point like flags, because there is no indicator. It forces teams to defend their firebases, even if it means leaving one guy to lie in wait for them to try and cap, then ambush and rebuild the firebase. In fact it would be cool if when they knifed it and knocked it down to foundation, if either team could shovel it. So if there is one guy in a great hiding spot, he doesn't stop a whole team from capping what is otherwise an empty firebase.
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: capturealbe firebase / bunker

Post by fubar++ »

single.shot (nor) wrote:and the guy that posted the link to a similiar link.. i would go for this threads suggestion instead of yours.. (spawning at flags = too vBF2-like)
I thought that the suggestion in the link wouldn't be very easy to understand. It's not really vanilla style suggestion, if you implement large flag areas to it. However if you can capture spawn points (firebases/bunkers) it would be much like in the vanilla, basically only thing that would be different that there wouldn't be sign of flag.
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