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Re: FOBs are bad for gameplay.
Posted: 2013-02-02 21:29
by DDS
[R-CON]Psyrus wrote:
It's more than possible, but the devs decided not to do it ages ago due to how exploitable it would be afaik.
Wow all this time I thought it wasn't possible. However I did play with sandbox quite a bit. Made the best jump ramp for vehicles. Think of all the lives (squad leaders crushed by assets) could have been spared with some sort of outline. Not having outlines "bothers" me.
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 08:54
by Psyrus
DDS wrote:Wow all this time I thought it wasn't possible. However I did play with sandbox quite a bit. Made the best jump ramp for vehicles. Think of all the lives (squad leaders crushed by assets) could have been spared with some sort of outline. Not having outlines "bothers" me.
A much smarter person than I would have to verify this, but I don't think it would work with the current placement system. It currently drops that invisible version (col mesh only or something?) to [try to] make sure that it won't be bugged or exploited into walls/terrain, which would have to be removed with the 'live placement system' that everyone wants. Much like the sandbox mod, the placement would have to likely ignore almost everything around it to work just as the user had positioned it.
As a long term squad leader, I've crushed myself, my squad members, my crates, my truck, a friendly tank [once] all because of the current implementation.. but I still prefer it to something that would be highly exploitable

Re: FOBs are bad for gameplay.
Posted: 2013-02-03 11:06
by Web_cole
Like others have said, FoBs add an interesting and ever changing dynamic to the PR battlefield. PR as it is right now minus FoBs wouldn't be anywhere near as interesting a game. When is the last time you played a round that was almost identical to another round on that map? That's a lot due to the current logistics and spawn systems, and I believe they are fine as they are.
The alternatives can only be inferior in my eyes. If you reduce the overall number of FoBs then a flag can be taken much more easily once a FoB is destroyed. This leads to more binary fights, more extreme swings of influence; you continue fighting until you get the FoB and once it is destroyed you have basically taken the flag. A more protracted firefight, with back and forth fights is far more entertaining and strategically demanding.
A single FoB or less FoBs would also lead to exploitable or so called "cheap" tactics, e.g. sneak into visual range of a FoB and HAT it before an assault on the flag. Again, it would create a binary style of gameplay, with less room for the complexity of a real PR battlefield.
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 13:34
by BigLouieG
Interesting post. Afaik everyone one is talking about the spawn system, no one mencioned, the assets that a FOB can provide, of a defensive/ofensive point of view. Building a FOB with one crate, in the middle of nowhere, yes thats a spawn system problem, a big rally point for the whole team. But, build a FOB with all the assets availabe, thats a proper FOB, for defensive/ofensive purposes. MG nests, TOW, AA, wires, foxwholes, these are the proper tools for a FOB. This is the way it should be. How about you can only build a FOB within the range of your flag? (not the current one, might be a bit small). Now were talking about Objectives. How many ppl complain the no one defends an everyone attacks? Simple, either you conquer, or you'll be conquered...That's the purpose off the AAS. No more mortars teams, im the middle of nowhere. No more ppl in the mountais of Kashan, spawning like crazy, not filing the purpose of the game. Defend or attack. With this spawn system, "Fobs on flags", the fights would be more dinamic. SL still have their rally's. If you wanna push with your team? Use your rally, call for helli, call for an APC, etc... Defend? Use the tools that a FOB provide. Just my 2cents.
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 14:41
by Mongolian_dude
I dont think there would be many people willing to continue play PR if they were forced to spawn at the main for every death. Then we would have to compensate by making transport spawns considerably shorter, whereby players would then begin abusing them.
...mongol...
Posted: 2013-02-03 14:48
by L4gi
If it aint broke dont fix it.
Its not the fobs fault to you give up and respawn rather than wait for a medic. Like in the CAS thread: its the player, not the game.
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 17:01
by Frontliner
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 don't see why that is an issue. From a strategic perspective it's always wise to interrupt reinforcements, and if the enemy has defended their objective so well you can't take it directly, you'd _always_ try to starve them out. I don't know what your experiences are, but that's a viable approach, should it be futile or not.
"Just give up and spawn on closest fob"
When You have 4 fobs built You dont care if You are dead, you can spawn and die again and again. I have seen squads rushing enemy positions just becouse fob was near and to die was not a problem. What I wanted to say is that PR is great when you feel like you are really out there and you just dont want to die and you try to be careful and smart to stay alive. I remember how old rally points were bad for gameplay and now fobs do the same thing.
That is indeed sort of silly but that aggressive play is usually not beneficial to you at all, you pay for it and that's it. If players are intent on just walking into the enemy without any strategy involved than why don't you go do the commander and try preventing that?
"There is so many of them!"
Fighting over one objective for an hour becouse both teams have fobs built all around the flag. You attack objective kill enemies and know that they will be back in 2 minutes and will keep comming again and again. You know they will be spawning and pouring on you like zergs until you are dead and then you will be doing same thing. Not realistic. Wouldnt it be better if you secure an objective and know that guys you killed are in main now and you actually won the fight and secured objective?
Ok, so you have a problem with your squad preemptively taking care of enemy reinforcements, but yet when a flag proves itself near uncappable because of reinforcements, you'll blame Fobs again. Are you serious?
"Half of our team is building fobs"
People complain about squads on a secret mission 1000m from target. They build fobs or look for enemy ones. I dont think its good for gameplay to put so much focus on logistic matters when team lacks soldiers on front lines. Building fobs, destroing fobs, defending fobs, mortars, supply trucks, transport helicopters - thats a lot of important tasks but not actually fighting.
Take over commander then, that's all I can say. Usually the logistics(not counting APCs) are around 4-6 players of 32, and I wouldn't want to sacrifice an interesting game play mechanic just so another infantry squad is on the field. If you don't enjoy walking 20 mins to die in a fight that takes 2 minutes you're probably playing the wrong game *shrugs*
"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.
And the solution would be fixed spawnpoints which can be easily camped and observed. No, just no. Stuff like having a different approaching angle, hidden reinforcements is just what makes the whole thing interesting and dynamic. And seriously, if you're not careful enough and pay for it, it's your problem. Or how about this; instead of being you not careful enough, the enemy was just one step ahead of you and anticipated your move? Why not give them credit instead of making a fuss about it?
Thats it, I think I made my point. Thanks for reading this and tell me what You think.
I think I made mine

Re: FOBs are bad for gameplay.
Posted: 2013-02-03 18:02
by Anderson29
BigLouieG wrote:Interesting post. Afaik everyone one is talking about the spawn system, no one mentioned, the assets that a FOB can provide, of a defensive/offensive point of view. Building a FOB with one crate, in the middle of nowhere, yes that's a spawn system problem, a big rally point for the whole team. But, build a FOB with all the assets available, that's a proper FOB, for defensive/offensive purposes. MG nests, TOW, AA, wires, foxholes, these are the proper tools for a FOB.
This is the way it should be. How about you can only build a FOB within the range of your flag? (not the current one, might be a bit small). Now were talking about Objectives. How many ppl complain the no one defends an everyone attacks? Simple, either you conquer, or you'll be conquered...That's the purpose off the AAS. No more mortars teams, in the middle of nowhere. No more ppl in the mountains of Kashan, spawning like crazy, not filling the purpose of the game. Defend or attack. With this spawn system, "Fobs on flags", the fights would be more dynamic. SL still have their rally's. If you wanna push with your team? Use your rally, call for helli, call for an APC, etc... Defend? Use the tools that a FOB provide. Just my 2cents.
i really like this.....and i fixed a lot of ur spelling errors for those that it bothers...
but these are all very good points and ideas....well done
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 19:50
by 40mmrain
L4gi wrote:If it aint broke dont fix it.
its the player, not the game.
so if the players are broke how do you intend to fix them
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 19:55
by DDS
BigLouieG wrote:Interesting post. Afaik everyone one is talking about the spawn system, no one mencioned, the assets that a FOB can provide, of a defensive/ofensive point of view. Building a FOB with one crate, in the middle of nowhere, yes thats a spawn system problem, a big rally point for the whole team. But, build a FOB with all the assets availabe, thats a proper FOB, for defensive/ofensive purposes.
Spending the time building defenses takes nearly a whole squad to defend. Sometimes in a defensive position it makes sense but for strategic assault purposes, no.
BigLouieG wrote:No more mortars teams, im the middle of nowhere. No more ppl in the mountais of Kashan, spawning like crazy
This is a people (server admins) problem. NOT because of assets within the game. I dont run with people who do those sorts of things. I and my friends don't play this way. If fact, until servers get their shit together it will only get worse.
40mmrain wrote:so if the players are broke how do you intend to fix them
Pray to the GODS of PR that servers will arise from the ashes who will reward good teamplay and perm ban those that lololol grief this game. There are many of us that are sick and tired of this sad minority that have server licenses.
Posted: 2013-02-03 23:24
by L4gi
40mmrain wrote:so if the players are broke how do you intend to fix them
I usually give them a healthy amount of ban,or just let them do whatever they are doing and play 6vs32. Rarely it gets so bad. Atleast not on merk, good tw pretty much every round
Re: FOBs are bad for gameplay.
Posted: 2013-02-03 23:37
by IINoddyII
DDS wrote:Pray to the GODS of PR that servers will arise from the ashes who will reward good teamplay and perm ban those that lololol grief this game. There are many of us that are sick and tired of this sad minority that have server licenses.
What's stopping you and your mates ponying up the cash to host a server?
Defending fobs on most maps isn't really viable on most maps. I think on balance things are fine as they are, but the situation will improve with (hopefully) increased number of slots (i.e; 100p servers) which may give more scope for this.
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 01:33
by Bluedrake42
obviously this is a suggestion
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 06:36
by Arab
[R-MOD]IINoddyII wrote:What's stopping you and your mates ponying up the cash to host a server?
Defending fobs on most maps isn't really viable on most maps. I think on balance things are fine as they are, but the situation will improve with (hopefully) increased number of slots (i.e; 100p servers) which may give more scope for this.
You can kick players that do not contribute to team-work, who **** around at main doing nothing, and people with the lowest score (30 minutes on-wards when they join)
I just read a post from another admin who hosted a PR server and she does that and it works by letting a better player in the server.
This was on a topic '128 players server'.
Oh and if you are going to do this, then warn it obviously on the game server.
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 06:40
by Arab
'[R-CON wrote:Psyrus;1860892']A much smarter person than I would have to verify this, but I don't think it would work with the current placement system. It currently drops that invisible version (col mesh only or something?) to [try to] make sure that it won't be bugged or exploited into walls/terrain, which would have to be removed with the 'live placement system' that everyone wants. Much like the sandbox mod, the placement would have to likely ignore almost everything around it to work just as the user had positioned it.
As a long term squad leader, I've crushed myself, my squad members, my crates, my truck, a friendly tank [once] all because of the current implementation.. but I still prefer it to something that would be highly exploitable
And I destroyed a rebel light transport tank with a truck, an enemy truck, and ran over someone with a British Logistic Truck... without any smoke coming out of my vehicle!
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 07:13
by DDS
[R-MOD]IINoddyII wrote:What's stopping you and your mates ponying up the cash to host a server?
After 1.0 is released. All you need is the right environment and we hope to see excellent players return to PR.
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 07:25
by Heavy Death
DDS, CIA will be hosting a secondary strict teamwork server soon.
Posted: 2013-02-04 08:10
by L4gi
A strict teamwork server needs good admins...
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 08:19
by Moszeusz6Pl
FOBs are good for gameplay, but as somebody suggest before, making it require 2 creates instead of 1 might prevent so ninja FOBs behind enemy lines, and air-assault infantry will have to choose attack without FOB, or wait for second create and lose valuable time.
Re: FOBs are bad for gameplay.
Posted: 2013-02-04 11:41
by ryan d ale
Moszeusz6Pl wrote:FOBs are good for gameplay, but as somebody suggest before, making it require 2 creates instead of 1 might prevent so ninja FOBs behind enemy lines, and air-assault infantry will have to choose attack without FOB, or wait for second create and lose valuable time.
and or/maybe descrease FOB limit by 1.
Have a test server for this maybe.
Not so sure all the issues in the OP are valid but it would be interesting to see FOBs with 2 crates and 1 FOB less to see how it changes gameplay.