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Re: FOBs are bad for gameplay.

Posted: 2013-02-01 05:42
by maarit
i agree but also we need fobs.
maybe fobs could be different.

https://www.realitymod.com/forum/f18-pr ... ost1355756

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 06:38
by Heavy Death
[R-DEV]Jafar Ironclad wrote:How do you guys think combat would play out if the overrun radius and enemy count for FOB's (but not rally points) were significantly increased? Say, 500 meters with six or more hostiles on 4km maps, 250 meters with four or more hostiles on 2km, 125 meters with three or more hostiles on 1km. Squad leaders would still be able to set rallies to bring their squads in, and rallies would still be refreshed at firebases whether or not they are overrun.

I offer this as a strictly hypothetical scenario; I can't disclose our current plan for FOBs and rallies at this time.
Viable option.

Also, can it be coded that you cannot spawn on the nearest fob? So the second closest spawn and the rest are spawnable? That could be a way aswell if possible.

What this brings? Atleast 2 fobs to be able t spawn, so logistics must be present, fobs also need to be placed strategically for the desired point of attack; If there is a second fob aon the other side of the map, a better option would be to spawn at main, unless you have some kind of "fallback" fob, and thats what fobs are, reaching out in the battlefield.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 07:06
by doop-de-doo
Fire bases (not Foward Op Bases) IRL aren't an endless supply of infantry. All it is comes down to being a place for the soldiers to base off of with a few defensive assets.

The most hardcore scenario would be where firebases are not spawnable and are only for defense, to rearm, and as a location for vehicles to offload troops.

I remember that they were limited to 3 (?) at one time.

I tend to lean towards the hardcore, personally, but I know the Devs need to balance it out between real life and gameplay. Few people want to walk halfway across the map, or be stuck at main with no transport.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 07:20
by Spush
A little late in talking about changing Fob gameplay. It's been around since what, .6?

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 09:46
by ChallengerCC
[R-DEV]Spush wrote:A little late in talking about changing Fob gameplay. It's been around since what, .6?
Is the FOB system in PR carved in stone since .6?

Never change a runing FOB. :)
Image

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 10:10
by Bad1n
Thats exacly what I think Zombie-yellow. Fobs are making transport helicopters, APCs and trucks not being used as they are suposted to be.

About situation when you dont have where to spawn on 4km map:
1. I said to limit fobs to 1 per 2km map and 2 per 4 km map. Why people keep repeating "no fobs at all?" No idea ;p

2. 4 km maps have lots and lots of transport assets. If your team sucks and crash every chopper and go to fight with all APCs its not fault of game mechanics but players - that cant be fixed.

3. Such situations happens WITH fobs every day and we have do deal with it somehow.

I remember the hate for permament rally points, how people didnt like walking around the flags and searching for that annoing little spawns, and now its similiar with fobs exept they are not so difficult to find.

I like the idea of making fobs something like Doop-de-doo said: well defended firebases where a squad can regroup, rearm and leave vehicle so it doesnt get blown up by enemy.

And yes of course PR is great, thats why I play it so many years :D Fobs are great too and I love that addition to the game, I just think they are a little bit of balance and that there is still room for improvements.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 10:51
by cyberzomby
Keep in mind tho that even with FOB's, it still happened quite often that you where at the base with no trans. Or the other squad just took it.

So if you remove the easy to spawn features of them, you'll need a dedicated troop transport squad with trucks if there are no choppers for example. Good thing with maps that have APC's on them tho. Means they'll have to ferry troops some more.

I agree with Rudd that on air assault maps, its only an air assault map in the first wave. After that theres FOB's popping up all over the place. Which also makes sense I guess. If you manage to establish a foothold you don't need to combat drop anymore. You can just ferry in troops. And that can be represented by spawning on FOB's.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 11:34
by ChallengerCC
Bad1n wrote:Thats exacly what I think Zombie-yellow. Fobs are making transport helicopters, APCs and trucks not being used as they are suposted to be.

About situation when you dont have where to spawn on 4km map:
1. I said to limit fobs to 1 per 2km map and 2 per 4 km map. Why people keep repeating "no fobs at all?" No idea ;p

2. 4 km maps have lots and lots of transport assets. If your team sucks and crash every chopper and go to fight with all APCs its not fault of game mechanics but players - that cant be fixed.

3. Such situations happens WITH fobs every day and we have do deal with it somehow.

I remember the hate for permament rally points, how people didnt like walking around the flags and searching for that annoing little spawns, and now its similiar with fobs exept they are not so difficult to find.

I like the idea of making fobs something like Doop-de-doo said: well defended firebases where a squad can regroup, rearm and leave vehicle so it doesnt get blown up by enemy.

And yes of course PR is great, thats why I play it so many years :D Fobs are great too and I love that addition to the game, I just think they are a little bit of balance and that there is still room for improvements.

Totaly agree again. I have the same point of view.

cyberzomby wrote: So if you remove the easy to spawn features of them, you'll need a dedicated troop transport squad with trucks if there are no choppers for example. Good thing with maps that have APC's on them tho. Means they'll have to ferry troops some more.

But then its the fail of the team and they have to loose.
Asset wasting will be more punished because of a more value of life/asset and the player behavior will change to a more realistic and teamplay style. Many lonewolfs and more action like players will dont like this, but thats the price to pay.

And they are many, but its the question if the PR-Team wanna be a casual game lilke every one out there, COD, BF3. Or it focus on its way of teamplay and tactic and offer a unique gameplaystile.

A decision has do be made in wich direction (Action or Tactic) PR will go. To find the best middle way would be the best option and i think with a liddl tweak this can be done.


But for now PR has 60% action 40% tactic.
Before the runing speed increasing patch [0.9 or so], the percentage distribution was 55% to 45%.
The version with the rallypoint spawnsystem, the percentage distribution was 70% action to 30% tactic.

Other games for example: ArmA: 80% tactic against 20% action, BF3 10% tactic against 90% action

And for me is 65%-70% action a reason to say cya. So aiming on 50% to 50% would be the best.
Its hard to measure but i think the devs will do a good job anyway.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 12:23
by Gracler
In the beginning I think that FOB's where the most amazing feature in any fps game ever. But as the time passed It has been scaled down to merely a spawn tool and not an actual fallback position or stronghold.

Most of the time 2 guys or even just 1 (commander) takes a logi truck and goes on a quest to create 2 fobs with no assets.

other times you see the "responsible" squad leader placing a fob and HMG and AA and tow only to leave it 1 min later to collect dust in the desert.

I would like to see some added value to the fobs and make them more precious. Everything more or less has a rather long re-spawn timer in PR EXCEPT fobs. The enemy can destroy all your fobs and 5 min later you rebuilt all the fobs because you have a good pilot with fast crates or the enemy didn't find all the crates. If there where less fobs available (maybe 4 instead of 6) every time one got destroyed (not overrun but completely destroyed) it would maybe take 20 min. before it would be available to rebuild a new one. (the commander (another low considered "asset" in PR) being able to pick fob locations would again be valuable) Furthermore the Transport crews would have a job to do for those 20 min un-till a new fob can be established in case all fobs where lost at the same time (which is unlikely id say)

Now the fobs would have to have someone guard it and of-course some fobs will still be left unguarded, but the most valuable fob would actually be guarded and a random enemy with a knife wouldn't be able to disable it (as it is now). I'm not a fan of increasing the magic un spawnable ring because 2 enemy is in the nearby city feature, especially in urban areas.

I don't want Assault and Secure to be a new Command and Control where all focus is put onto the fob, but the fob should at-least have more value than it has now where through one round fobs could be seen in 200 different locations (okay i exaggerated there :p )
In real life FOB defense is what means the difference between win or lose, and your risking too much to try to place a new one when the fighting has already begun.

Edit: Oh btw I think that the commander spawn is a great feature that is really not taken serious at all. Having a team spawn-point that is available as long as the commander is alive and no enemy near is great fun to pull off... but I have only seen it used once by someone else. People think it is a waste of time when 6 crates can make 6 permanent spawns and it only requires 1 man with an officer kit/rifleman kit and not 7 players together on one spot (commander, 2 squad-leaders and 4 infantry afaik) Why not make it a requirement that 4 players has to be near to create a FOB? for reality purporse it makes no sense that 1 man can set up his own fob unprotected.

Posted: 2013-02-01 13:15
by L4gi
[R-DEV]Jafar Ironclad wrote:How do you guys think combat would play out if the overrun radius and enemy count for FOB's (but not rally points) were significantly increased? Say, 500 meters with six or more hostiles on 4km maps, 250 meters with four or more hostiles on 2km, 125 meters with three or more hostiles on 1km. Squad leaders would still be able to set rallies to bring their squads in, and rallies would still be refreshed at firebases whether or not they are overrun.

I offer this as a strictly hypothetical scenario; I can't disclose our current plan for FOBs and rallies at this time.
No offense but it wouls be fucking retarded. Why change something that isnt broken?

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 15:13
by Cpt.Future
Gracler wrote: I would like to see some added value to the fobs and make them more precious. Everything more or less has a rather long re-spawn timer in PR EXCEPT fobs. The enemy can destroy all your fobs and 5 min later you rebuilt all the fobs because you have a good pilot with fast crates or the enemy didn't find all the crates. If there where less fobs available (maybe 4 instead of 6) every time one got destroyed (not overrun but completely destroyed) it would maybe take 20 min. before it would be available to rebuild a new one. (the commander (another low considered "asset" in PR) being able to pick fob locations would again be valuable) Furthermore the Transport crews would have a job to do for those 20 min un-till a new fob can be established in case all fobs where lost at the same time (which is unlikely id say)

Now the fobs would have to have someone guard it and of-course some fobs will still be left unguarded, but the most valuable fob would actually be guarded and a random enemy with a knife wouldn't be able to disable it (as it is now). I'm not a fan of increasing the magic un spawnable ring because 2 enemy is in the nearby city feature, especially in urban areas.
Agreed.

A re-spawn timer for FOBs sounds good.

It would be better to make people want to defend a FOB. So it's really a guarded base or an outpost. (Instead of an extra spawn point that squadleaders are trying to hide so nobody finds it.) -> Would increase the realism, too.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 16:38
by Lop3zpk
Bad1n wrote:"No, We are not taking objective, We are looking for fobs"
Maps are big and have multiple interesting flags to fight over, but usually squads dont attack objectives becouse they know that if they want to secure a flag they have to go around and search for fobs. I think it woluld be much better if instead of searching for fobs all the time we could just focus on objectives and make game more dynamic.


I think that fobs are making this game more interesting, you got more things to do, not just rush and cap flags, but searching for enemy fobs, mortars and all that stuff. Imo it would be boring to have only 1 thing to do - cap flag, and kill enemies. And " make game more dynamic"? hmmm I really love rate of gameplaying in PR now, cos, if I would like to play more dynamic, without thinking about every step, and move, I would probably play BF3, or some CODs.


Bad1n wrote:"There must be enemy fob somewhere"
I dont like the feeling that probably enemy have fobs all around me. I go for a flag and start to think: maybe i just missed one? Maybe enemies will start coming from behind? I will beter go and check that bush over here, and that dich, and that compound. I would like to focus more on flag but I just cant becouse if I miss enemy fob I will die. And even if I think I destroyed enemy fob there always is one enemy guy left and one crate, hidden in the bushes, just waiting until my squad is done and move along so he can rebuild that fob. I did that myself few times.
Hmmm. I have never been in real fight, but I guess, that soldiers not always know, where the enemy is. So it gives more reality for me while playing pr.
Bad1n wrote: Fobs are great but there is to many of them. Trans helis, APCs and light vehicles are important only for first 10 minutes of the game becouse then fobs take their function. I would rather like to have one (maybe 2 for 4km maps) that way fobs would be something special and important. Squad would have to think twice before building fob. Defending it and attacking would be better and more intense aswell. And of course I ment AAS mode not insurgency (Multiple fobs fits great to insurgency).
Maybe you are right in all, with numers of fobs we can build on AAS layout maps, but I don't agree that trans helis, apcs, are importat only for first 10 minutes. In fact, they are ( depends on number of players on the map ) very usefull during whole round, Trans helps u to get crates, and transport u from places to places, APC can help u while you are under heavy fire, All assets have work to do during round, i mean whole round not just 10 minutes.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 16:40
by doop-de-doo
[R-DEV]Jafar Ironclad wrote:How do you guys think combat would play out if the overrun radius and enemy count for FOB's (but not rally points) were significantly increased? Say, 500 meters with six or more hostiles on 4km maps, 250 meters with four or more hostiles on 2km, 125 meters with three or more hostiles on 1km. Squad leaders would still be able to set rallies to bring their squads in, and rallies would still be refreshed at firebases whether or not they are overrun.

I offer this as a strictly hypothetical scenario; I can't disclose our current plan for FOBs and rallies at this time.
Will that efficiently simulate infantry being blocked from reinforcing that fire-base (FSB [fire support base -- yay!]) by air/land/sea?

-------------------------------------
[R-DEV]Spush wrote:A little late in talking about changing Fob gameplay. It's been around since what, .6?
I couldn't find the thread where people discussed the difference that the number of firebases made.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 17:46
by Mikemonster
I like FOB's, they offer variation in the game.

I HATE logistics, they are the bane of the game. Having to pick one guy from your squad to 'drive back to main please' is embarassing and unfair. It's even worse when there are no Logi's or helis - in this case I feel like i'm just treading water and might as well go and read a book.

Logi trucks stand out in PR as being really really odd, both their presence on the front line and the concept of some poor guy having to waste his entire game to just drive back and forth over a map that he HOPES is empty.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 17:53
by Gracler
Mikemonster wrote:I like FOB's, they offer variation in the game.

I HATE logistics, they are the bane of the game. Having to pick one guy from your squad to 'drive back to main please' is embarassing and unfair. It's even worse when there are no Logi's or helis - in this case I feel like i'm just treading water and might as well go and read a book.

Logi trucks stand out in PR as being really really odd, both their presence on the front line and the concept of some poor guy having to waste his entire game to just drive back and forth over a map that he HOPES is empty.
I don't think logi trucking is that bad... actually its one of the elements that makes PR stand out of the crowd of "fighting only" games. If I can see my SL needs supply's I'm always ready to jump in and drive across the map if necessary. However the need for logistics right now is at a good level and shouldn't be increased or decreased in any way imo. Another reason why I favor Deploy FOB re-spawn timer instead of a steady stream of crates to a FOB to keep it running or 4 or more crates just to build defenses. I don't like that idea.
Lop3zpk wrote:APC can help u while you are under heavy fire, All assets have work to do during round, i mean whole round not just 10 minutes.
Only happens in very organised games that APC's actually help the infantry... normally they are roaming around hunting kills for themselves or avoiding danger while infantry is getting wiped out :D . When APC's do help the infantry with supply, medics and fast deployment/extraction + cover fire and smoke screens, the games turns EPIC though. Heli extraction is too cinematic for PR :D APC extraction is pro style.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 18:01
by Mikemonster
I'll remember your name Gracler :P You've got Logi detail if you come into my squad!


I do know what you mean, where we differ though is I find that the impractical aspects of having to arrange a Logi truck outweigh the immersion aspects (for me).

Ninja FOBs with helis is even worse, although it looks cool, very 'Air Cav'.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 18:09
by Gracler
Mikemonster wrote:I'll remember your name Gracler :P You've got Logi detail if you come into my squad!
Sure ill be happy to :D . Worst thing you can order of me is to Hide in a barn watching the same doorway for 1 hour..... now that's not fun at all especially when there isn't any enemy's in the neighborhood :p

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 18:30
by Conman51
[R-DEV]Jafar Ironclad wrote:How do you guys think combat would play out if the overrun radius and enemy count for FOB's (but not rally points) were significantly increased? Say, 500 meters with six or more hostiles on 4km maps, 250 meters with four or more hostiles on 2km, 125 meters with three or more hostiles on 1km. Squad leaders would still be able to set rallies to bring their squads in, and rallies would still be refreshed at firebases whether or not they are overrun.

I offer this as a strictly hypothetical scenario; I can't disclose our current plan for FOBs and rallies at this time.
No this wont work for all maps. Maybe for some but not all.

Maps that are really urban like muttrah beruit or fallujah wont have spawnable FOBs.


Maybe the number of FOBs can be reduced a little. But having just 1 or 2 is too little. 3 is a good max number for FOBs. Maybe 4 for 4km maps


If we have too little FOBs then people will need to respawn at main, and you really cant rely on the trans. APCs will just go one way, out of base, and they dont return unless they need repairs. And i just dont trust people i dont know in choppers because most of the time they crash. On maps with only 1 chopper its usually down 1/2 the time. Having 1 or 0 Fobs might work in a very organized clan match or coordinated event, but on everyday public play? No.

Re: FOBs are bad for gameplay.

Posted: 2013-02-01 18:42
by Mikemonster
The one thing that would make PR so boring is to reduce even further the opportunities to spawn. Currently unless your team is fairly good (or has a dedicated FOB ninja squad/commander exploiting game dynamics) it can be so rubbish to have to spawn at main.