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Re: FOB Required Crates Overhaul
Posted: 2013-02-25 19:48
by Conman51
I think more crates for some emplacements is good, but 4 is too much. i would like it like this.
1 Crate = FOB
2 Crates = Fox holes/ wire/ HMGs
3 Crates = Everything else
Re: FOB Required Crates Overhaul
Posted: 2013-02-25 19:57
by KiloJules
Forgot to add this in my post (had it in my original idea though):
Foxholes and Barbwires would still need a second crate but only 1 crate for X wires and Y holes (quite some of them). This would be to simulate that the perimeter/the FOB is supplied well enough, so that it actually makes sense to dig a hole and deny the area to the enemy.
This would not necessarily mean you could not build a TOW/AA/HMG/Mortar with that crate. As soon as you got a second crate you can build your first asset and X wires + Y holes. When you got your third crate you get access to a second asset and more X wires + Y holes.
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For those who love digging stuff
But if "1 crate = 1 emplacement" would be implemented, I would also be happy to deploy those things with the first crate...idk...they are not really that important anyway, imo
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Combining these two thoughts I end up with this:
1 crate = 1 FOB + X wires + X holes
2 crates = 1 FOB + 1 asset + 2X wires + 2Y holes
3 crates = 1 FOB + 2 assets + 3X wires + 3Y holes
.
.
.
7 crates = 1 FOB + 6 assets + 7X wires + 7Y holes = Fully extended FOB with everything!
If I remember correctly there was a good reason to limit the amount of deployables. So whatever that limit is, would give us a hint what X and Y should look like. I guess they would be the same and maybe around 2-3 each.
Also there is a limit of crates per map...afaik. OC this number needed to be integrated in the calculation as well.
Again, thoughts?
Re: FOB Required Crates Overhaul
Posted: 2013-02-25 20:19
by Gracler
KiloJules wrote:
Combining these two thoughts I end up with this:
1 crate = 1 FOB + X wires + X holes
2 crates = 1 FOB + 1 asset + 2X wires + 2Y holes
3 crates = 1 FOB + 2 assets + 3X wires + 3Y holes
.
.
.
7 crates = 1 FOB + 6 assets + 7X wires + 7Y holes = Fully extended FOB with everything!
If I remember correctly there was a good reason to limit the amount of deployables. So whatever that limit is, would give us a hint what X and Y should look like. I guess they would be the same and maybe around 2-3 each.
Also there is a limit of crates per map...afaik. OC this number needed to be integrated in the calculation as well.
1 logi truck can deploy 10 crates then the first one will vanishing if you continue deploying new onces. I believe it is the same for air-supply
apart from command and control layout, I doubt that you will have enough manpower to build and operate that many logi-truck runs and assets (It's already rare to see just 2 assets being manned after they are built). A way around that could maybe be to implement the ammo-boxes (the one from support/transport trucks) to be used for fox-holes, but then we are back at the problem with making something simple too complicated......do we need ammo-boxes or supply crates to build a foxhole or tow or..?? how many we have??? ... how many we need?.... and what distance can they be at???. New players would be spinning around themselves trying to remember all these numbers.
Re: FOB Required Crates Overhaul
Posted: 2013-02-25 21:11
by Mikemonster
Don't forget as well that 100 player servers will give a higher number of people to drive logi trucks, but it's still the same PROPORTION of the team, meaning twice as much as one person (like in most maps where no heli is available). Basically two people wasting their round to help the team win (or wasting their round to make their squad do better).
FOB's are only really good as spawnpoints, and I don't see any wisdom in making them more complex (the game as a whole needs simplifying).
'Emplacements' are already pretty terrible (a fixed, immobile AA emplacement is like waving a stick at the enemy for all intents, and the .50 cal HMG's are better but still easily defeated by a sniper or a well placed HAT). The TOW is somewhat useful, but not much more than a HAT kit. And it's more of a PIA to reload.
Re: FOB Required Crates Overhaul
Posted: 2013-02-25 21:22
by Navo
Can we remove mortars?
Re: FOB Required Crates Overhaul
Posted: 2013-02-25 21:44
by Gracler
Navo wrote:Can we remove mortars?
why? If your worried about your fob being devastated by mortar you shouldn't make it so dense, or maybe wish for a "bunker" like asset with good resistance. Mortars require as much work to operate as CAS squads and have a range limitation and a sound-cue that makes them easy to find.
Re: FOB Required Crates Overhaul
Posted: 2013-02-26 23:00
by doop-de-doo
1 crate = 2 deployed assets and then they pop? Is that even possible?
Would pilots get points for crates dropped? They don't at the moment, and so can fly a whole round dropping crates with no point credit.
Re: FOB Required Crates Overhaul
Posted: 2013-02-27 21:54
by Microwaife
Maybe you could code the repair station, so that it will only repair when the vehicle is not manned.
Would prevent people from exploiting the repairs.
Re: FOB Required Crates Overhaul
Posted: 2013-02-27 23:50
by Gracler
Microwaife wrote:Maybe you could code the repair station, so that it will only repair when the vehicle is not manned.
Would prevent people from exploiting the repairs.
Interesting idea... someone should look into that. For me it seems plausible.
Re: FOB Required Crates Overhaul
Posted: 2013-03-11 07:55
by zloyrash
I think
1 crate = FOB
2 crates = FOB + assets
3 crates = FOB + assets + mortars
Or
1 crate = FOB
2 crates = FOB + assets
3 crates = FOB + assets + mortars
4 crates = FOB + assets + mortars + repair station(if possible)
Re: FOB Required Crates Overhaul
Posted: 2013-04-01 20:43
by cro-wd40
i like this suggestion.
it would make logi crews more useful and required, it should reduce abandoning logi trucks in the field.
And increase the amount of required teamwork to set up proper FOB or two , not just 2 guys with logi and shovels.