limiting spawns from fob.

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

sorry to bump this but get one more thing to add here.

there should also be fobs with different strenght.
1 crate fob should deliver maybe 20 soldiers.
2 crate fob should deliver maybe 25 soldiers with HMG and AA.
3 crate fob should deliver maybe 30 soldiers with HMG and AA
4 crate fob should deliver maybe 35 soldiers with HMG and AA and TOW.

(8 crate fob=50 soldiers,HMG,AA,TOW,1 APC,MORTAR,JUST KIDDING :p ,MAYBE:shock :)

so,more your team work with fob,more strenght it has.
and also this would bring nice tactical aspect to the gameplay.
where you gonna deploy your 4 crate fob?where 1 crate fob?
1 crate fob against 4 crate fob?

amount of soldiers is not maybe correct.


https://www.realitymod.com/forum/f18-pr ... ineer.html
just like that but also with limited spawns.
Last edited by maarit on 2010-05-31 14:44, edited 1 time in total.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: limiting spawns from fob.

Post by Trooper909 »

maarit wrote:i made suggestion about limiting the spawntimes from rallypoints to prevent endless stream of enemys but that is now fixed with removal of rallys.
Thanks for that :mad:


What you are saying is you want more running? I say go play track and field.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: limiting spawns from fob.

Post by Rhino »

limiting spawns via crates is an interesting idea.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: limiting spawns from fob.

Post by Rudd »

[R-DEV]Rhino wrote:limiting spawns via crates is an interesting idea.
not particularly imo, since if a vehicle can arrive with a crate then the peeps spawning in might as well have gotten a ride in.

I don't really see limiting FOBs as desirable for gameplay, unless its something to do with flags maybe. e.g. if your FOB is in the flag radius of an enemy or neutral flag, then its disabled. This has the advantages of stopping teleporting armies directly in to flag radii, and punishing teams that don't defend their flags.

Maybe FOBs shouldn't be buildable in neutral or enemy flag radii at all, this would help prevent that stalemate you're talking about, since the defenders get an advantage of being able to build in their flag.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: limiting spawns from fob.

Post by ytman »

[R-CON]Rudd wrote:I don't really see limiting FOBs as desirable for gameplay,
I would have to agree. For one it could make something unnecessarily complicated. Also it would force a certain amount of teamwork that simply isn't realistic, even on TG (minus IHS nights and password nights).

Now if you can't spawn on an FO if no crates are around it... then sure. That might not be so hard, plus it would have the luxury of being able to 'simulate' a constant need of supplies. If crates could even lose hp at every time a person spawned... the effect would be like taking equipment from the crates.
unless its something to do with flags maybe. e.g. if your FOB is in the flag radius of an enemy or neutral flag, then its disabled. This has the advantages of stopping teleporting armies directly in to flag radii, and punishing teams that don't defend their flags.
I would love this idea. Stealth FOs are the new Rally Point of old, and it simply makes no sense to be able to build an FO well away from the front lines and all the way at a an enemy flag not in play.

Maybe FOBs shouldn't be buildable in neutral or enemy flag radii at all, this would help prevent that stalemate you're talking about, since the defenders get an advantage of being able to build in their flag.
I'd say make it some multiplier dependent on map size. If it is a 1km map then you can build it 50 meters and beyond from an enemy/neutral Flag, if it is 2km 100m, and 4km 150-200m.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: limiting spawns from fob.

Post by PLODDITHANLEY »

Don't forget we have since 0.91 that limit of 10 crates (supplies or ammo) per vehicle now.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: limiting spawns from fob.

Post by Arnoldio »

[R-DEV]Rhino wrote:limiting spawns via crates is an interesting idea.
It still wont fix anything though.

It doesnt matter if you give 500 tickets to each team or 100. The round with 100 only will just end faster, nobody will care.

The real "cure" is not good, but its there - server kicks you when you have more than 5 deaths, that is the most radical way to get people to care about their e-lives. Its not so harsh as banning you for 5 deaths or deleting the game, but it still is.

And it solves everything, medevacs, people waiting for medics, slow progression, scouting, covering, suppressive fire, falling back, planning, choosing appropriate routes and things like that in a second. (Well if not in a second, people would learn it the ahrd way.)
Last edited by Arnoldio on 2010-06-01 08:02, edited 2 times in total.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

Trooper909 wrote:Thanks for that :mad:


What you are saying is you want more running? I say go play track and field.


if you play like this guy here
https://www.realitymod.com/forum/f112-p ... lenge.html

you dont have to run anywhere,opposite team needs to run cos they keep dying.

with this suggestion there is more ways to win the firefight.
you can win just fighting,everytime you shot the enemy who is coming out from fob,you know that,if i continue fight like this,they gonna lose this area to us.
for me it just sound much better that you can end the troops coming some direction with fighting than go some spawnradius.
if you have 100 enemy soldiers there some mountain,i dont see the point to go close there.
first,weakining their force at longrange and then when thing start to look more good to your side,enter the close range to secure the area and wipe out rest of the enemys.
but if you are losing the battle,try ask more crates/reinforcements to the fob that you can keep continue the fight.
oh,how i would love the longrange firefights then!!!
but now so often i know how those fight gonna end.
after 15 minutes you have to take your squad and start to rush to the spawnradius.

yesterday played jabal.
our fob was on west beach and mec had their own on mountain.
it was fun to fight there at longrange battle.
we even got apc` there to shoot the bad guys off the mountain.
but...they have eternal resources there.
so we got to go close quarter battle knowing the same time that they have unlimited troops there.

if i remember right,we got another fob to the otherside of the dam.
so how those mecs in mountain manage to keep their supplylines on?

but if this is hardcoded or too much need work to add this kind of thing,maybe that radius should be bigger when spawn is denied if enemys close...
but that just not bring those tactical aspects what my suggestion brings.
Last edited by maarit on 2010-06-01 10:02, edited 3 times in total.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: limiting spawns from fob.

Post by ytman »

maarit wrote:but if this is hardcoded or too much need work to add this kind of thing,maybe that radius should be bigger when spawn is denied if enemys close...
but that just not bring those tactical aspects what my suggestion brings.
With FOs being as important as they are they shouldn't be so easily abandoned or undefended. Since the radius of building around an FO is larger maybe they should go down when 100 meters or 75 meters is trespassed?
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