Firebase extra asset and takedown idea

Suggestions from our community members for PR:BF2. Read the stickies before posting.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Firebase remodel/Gameplay Idea

Post by arjan »

The firebase model we have now is really open, with little protection.
A sneaky guy can rush in and knife the radio 3 times and kill it pretty easily.


I think it should be made abit harder and maybe require more teamwork.
My idea is to get the firebase to look something like this:
Image

But with a door in it, that can be breached by a specialist and his shotgun the firebase should get 1 knife on the radio to start a 1 minute timer and a notification on the enemy team should appear, and then after 1 minute another knife on it to fully kill it, so the squad needs to defend and hold the inside firebase until they can take it down.
the inside of the firebase could have some small cover, like flipped tables, so you could get some small CQB fighting in it.

REMOVED AMMO DUMP IDEA

Thoughts, more ideas?
Last edited by arjan on 2009-05-10 10:32, edited 6 times in total.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Firebase extra asset and takedown idea

Post by AnRK »

Looks a hell of alot like the bunker model we used to have man, you've been here ages sure you should have noticed that ;) The reasons the crates disappear is cos they run out of ammo/get destroyed, both pretty reasonable things, if you built a firebase wherever that crate was you should be able to get ammo from a supply truck etc without too much trouble.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Firebase extra asset and takedown idea

Post by arjan »

Actualy no, this bunker would be bigger. the older one was also more opener, higher with loads of windows and 2 doors or something, and looked abit weard and boxy. it sticked out alot also.

What do you think about having to breach a door and then clear the area before able to take it out?, right now its to arcady with running in knifing and running away.

Now you actualy need to do something with a whole squad to make sure you can take it down.

Clear outside > breach door > toss in a nade? > defend inside > take it out after some time > retreat to safe distance

About the ammo dump, see it more as a deployable kit requesting point that you can place right next to a firebase, as their is not always a truck around, or able to get to you or whatsoever, (happends alot of times) see it more as a extra asset to make firebases more powerfull and function more than a spawnpoint and HMG sniping spot, but as a forward base with proper defences, and kit supplie.

it will also be much more fun for squads to defend it, since it would have a nice coverd bunker and a kit request asset, so its easier to defend for them.

As for the bunker idea, i hope the devs take a look at it, of how it can improve gameplay!
about the ammo dump, i can see that it might not be impleted but still wanted to suggest it.
Last edited by arjan on 2009-04-16 11:54, edited 8 times in total.
Tarantula
Posts: 243
Joined: 2008-03-24 00:36

Re: Firebase extra asset and takedown idea

Post by Tarantula »

A full sized bunker with no windows and a breachable door would be a bit obvious, it doesnt really fit in with the idea of mobile warfare because you wouldnt be able to just squease it between trees in ghost train and on maps like kashan or archer it would sitck out like a sore thumb. When you get to a map like West fallujah or korengal valley it would be nearly impossible to find a well defended position. When you do it would become a commonplace to put it and insurgents could easily find and destroy before you can get defences up.

I agree with the idea that it shouldnt take only one man to take down a firebase but what it boils down to is the teams will to defend the firebase.

I do like the idea of an ammo dump, maybe the explosion could be extra large like the ammo caches i also like the model in that pic, but there is always the crates you used to build the firebase with which seem to be being used at the moment.
Last edited by Tarantula on 2009-04-16 11:56, edited 2 times in total.
Reason: t'was a wall of writing
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Firebase extra asset and takedown idea

Post by arjan »

what do you mean with wouldnt fit in with mobile warfare?
Care to explain, becouse it wouldnt be much different, but only makes it harder to kill firebases

as for the size, it wouldnt be that big that you cant place it anywhere, ;)
it would be a tad bigger than a normal firebase we have now, and still able to put it almost everywhere offcourse.

And if you didnt noticed the firebase is exposed allready pretty quik once you start building wire and machine guns and whatever, so thats not a valid point to say it sticks out alot, becouse it does allready


Also, what are youre ideas for firebases?
Last edited by arjan on 2009-04-16 12:16, edited 1 time in total.
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Firebase extra asset and takedown idea

Post by Sniperdog »

On a side note... Maybe you could put a conventional army version of a cache inside fire bases. This cache could be coded to spawn kits or reload ammo (whichever the devs want to happen) but the real purpose is to make the idea of destroying the fire base more realistic. To destroy the fire base one must put an incendiary on the cache and when it explodes it destroys the fire base. I only recommend this because I do agree that the idea of destroying a FOB with a knife is somewhat arcady and doesn't really make sense while on the other hand blowing up the ammo store and causing the FOB to explode makes more sense realistically.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Firebase extra asset and takedown idea

Post by arjan »

What do you think about having a door on the firebase that you first must breach with a shotgun?
J.F.Leusch69
Retired PR Developer
Posts: 2988
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Re: Firebase extra asset and takedown idea

Post by J.F.Leusch69 »

but how do you get out of the firebase without having to breach the door yourself?! maybe was a trigger effect?

i think the FOB at the moment works well (apart from the knife thing), but it really should offer more protection, also more protection for the guys spawning there. that way we might also "stop" this spawn rape
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Firebase extra asset and takedown idea

Post by arjan »

well how about youre able to ''lock'' and ''Open'' the firebase? :razz:
I thought of it too, and im trying to think of a solution, only thing is i dont know alot about coding, just abit.

Maybe a trigger effect on youre team yeah.
but not triggerable on the other team, so they need to breach?

EDIT:
or get youre team to just spawn outside the firebase, like it is now?
and have the door locked once its fully build up with a radio or ''convenctional'' cache like mentioned before
Last edited by arjan on 2009-04-16 14:37, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Firebase extra asset and takedown idea

Post by Rudd »

I liked the old system

build outside flag? FB

build inside flag? Bunker
Image
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Firebase extra asset and takedown idea

Post by AnRK »

Could of sworn I posted earlier, nevermind. Anyway I don't reckon the ammo dump idea is gonna work out that well, if there were to be such a thing I think it'd be best that it needed reloading with crates, but I don't really see what it does more then crates in that situation. Having an unlimited supply of ammo near a firebase isn't a very good idea if you ask me cos it kinda ruins the whole logistics system.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Firebase extra asset and takedown idea

Post by arjan »

guys dont go offtopic, its about having a new model for the firebase, not a old system with wire and stuff...
old system might be good, but my idea is about bunker takedown being harder than it is now.

if we could give firebases a sandbag bunker model with a door, the rifleman specialist would be required for a squad if they want to open it to kill the radio inside it. thus requiring teamwork.

@ AnRK: its not really a ammo ressuplie, but a place to get kits from.
Last edited by arjan on 2009-04-16 15:25, edited 1 time in total.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Firebase extra asset and takedown idea

Post by Gore »

Agree with Rudd. Though arjan has a really nice idea here, at least for CnC. Maybe make some kind of door in the bunker that opens when friendlies walk up to it, kinda like the switch on the big doors in the silo on Barracuda. But when enemies wants to get in they have to breach it.

Or something maybe.
{UK}Suzeran
Posts: 126
Joined: 2009-03-17 17:07

Re: Firebase extra asset and takedown idea

Post by {UK}Suzeran »

J.F.Leusch69 wrote:but how do you get out of the firebase without having to breach the door yourself?! maybe was a trigger effect?

i think the FOB at the moment works well (apart from the knife thing), but it really should offer more protection, also more protection for the guys spawning there. that way we might also "stop" this spawn rape
*slaps forehead with palm* ud just spawn around it like when u spawn normally at a FB, itd be easy to do BUT couldnt offer cover thatd be bad so maybe the radio room would have door, that make foxholes more important just a quik suggestion
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Firebase extra asset and takedown idea

Post by Vege »

EDIT: So meny pages. I should check the second page aswell before stating ovious things.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Firebase extra asset and takedown idea

Post by Tonnie »

I have too say i really like the ideaof having to breach then hold the enemy firebase for amin before you can destroy it. This like you said would improve both game play and teamwork (And make the riflemen specialist alot more useful). I completely support this idea and would even volenteer to make a new firebase model thats not so open.

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Firebase extra asset and takedown idea

Post by cyberzomby »

hmmm. Its a cool idea but it might make it too hard. As for the ammo dump: Negative, I think its a good call of removing the kit requesting of a firebase. Now it needs supply'ing from main base where all the ammo is, if it wants to be as functional as it can be.

Sure there might be no trucks around, but you have only your team to blaim (using them for 1 ride, transports, wasting them, flipping them etc.)
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Firebase extra asset and takedown idea

Post by master of the templars »

it would be nice to be able to use the actual model as a defensive position to shoot from and be reasonably safe
Make nukes, Not war
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Firebase extra asset and takedown idea

Post by rampo »

i like this and that ammo dumps absolutely brilliant! some dev has to give the opinion on this
Image
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