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Re: FOB - in presence of armored vehicle

Posted: 2011-12-22 18:25
by Stoickk
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@doop

Bringer is proposing the armored vehicle as an alternative to crates, in addition to crates, as a secondary means of FOB creation. I still disagree with the idea, but felt compelled to clarify.

As for mortars versus FOB's, it isn't so much of a matter of the mortars not being able to damage them that are a concern. Mortars should damage and destroy fixed assets. The problem with that system is that fixed assets "bleed" once damaged until they disintegrate. This makes mortars overpowered versus all fixed assets, as it only takes a few rounds landing near a well constructed defensive position to start the entire setup "bleeding." The squad holding that position then has no option but to abandon defense and shovel every asset in the position before it "bleeds out" and disintegrates. I feel that leaving the damage intact, but removing this "bleed" effect will balance mortars versus fixed assets.

On the other point, yes, Commanders or other players could spend time recovering abandoned vehicles. Players could also not abandon them in the first place. An increase across the board in ticket values for vehicles would go a long way towards remedying this situation. Currently, there is very little incentive to return an asset to main after using it, because the ticket loss is preferable to the time cost. Vehicles, in particular jeep class vehicles, transportation trucks, and logistics trucks are seen as disposable due to this fact. Some players spend time trying to clean up after others, but many times, those assets are just left in the field, handicapping the entire team.

Re: FOB - in presence of armored vehicle

Posted: 2011-12-22 18:45
by Mikemonster
Personally I think that what you have talked about with regards to Logi trucks is proof that whilst good from a 'role playing' or arguably 'realism' perspective, Logi Trucks are a failed proposal and we need to think of other solutions to FOB building, hence threads like this being good.

Re: FOB - in presence of armored vehicle

Posted: 2011-12-26 08:31
by Bringerof_D
@Hitman: as a soldier myself i am fully aware that a real FOB is equivalent to the Mains in game. however this is the term everyone has used to refer to, what i would consider, OP bases in game.

@stoick: Just as mike said, the logi truck itself is a failed concept for in game. The main problem is that most players will always think, "it's just x tickets if we lose it, besides i'm sure someone else will take it back. It'll be back in a few minutes anyways." most humans think this way even IRL. Just one more wont hurt, or Just one doesn't matter. again this is a limitation set by the very foundation of games, it is not real.

that said my idea is far from perfect but can assist in making things work.

as for the FOB vs mortars point i completely agree. That is the main problem we face when we say FOBs are too fragile. That said i recall that feature was included so that a FOB can self destruct when infantry decides they don't need that fob or need to relocate it without forcing a player to lose points by damaging a team asset and receive the "damaged team vehicle" message. There's probably a better way to do this but we're stuck with it for now.

Re: FOB - in presence of armored vehicle

Posted: 2012-02-09 16:47
by spiked_rye
Bringerof_D wrote: @stoick: Just as mike said, the logi truck itself is a failed concept for in game. The main problem is that most players will always think, "it's just x tickets if we lose it, besides i'm sure someone else will take it back. It'll be back in a few minutes anyways." most humans think this way even IRL. Just one more wont hurt, or Just one doesn't matter. again this is a limitation set by the very foundation of games, it is not real.
I wouldn't have said the logi truck was a failed concept, infact I would say it's quite successful. It combines field repairs, ammunition supply, construction, and bridging support in one easy to use asset. Using only one vehicle to do all that means vehicles can opperate close to the front until they have to rearm, they can open up new routes avoinding mined briges, and keep infantry at the front by allowing new spawn points. I'd say that 1 man doing all that is good value for money, much better than a trans chopper which can only do supplies and transport.

Helo crews don't abandon their asset at the front after droping crates, so I don't see why logi crews should. The problem is that inf squads have to run the logistics, as aposed to getting a dedicated squad like trans helo. Another solution would be to give logi squads more to do, for example you could put more personel trucks in game, in place of a trans helo or something, or change the crate requirments around so they have to make more runs, like I suggested here https://www.realitymod.com/forum/f18-pr ... ost1702913 .