FOB - in presence of armored vehicle
Posted: 2011-12-04 00:58
Changes will be made to this post as modification is required. please review the OP from time to time to review the updates.
In response to several recent threads i've come up with an idea which could deal with both problems.
the first problem is the fact that the first rush to build FOBs sometimes leave vehicles to be left around and destroyed by a fast opposing team leaving the entire team stuck without FOBs for a long period of time allowing enemy to over run everything.
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/105278-logic-truck-rtb-respawn-option.html
the second problem is with Mortars immediately rendering FOBs useless by destroying it so easily.
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/104152-modify-mortar-firebase-damage-system.html
new FOB parameters
- Must be built within 50m of a crate or 30 meters of any armored vehicle with both gunner and driver positions manned
- an FOB does not allow spawn unless there is a single crate within 30m or an armored vehicle within 50m of the FOB
- FOB will now remain undamaged by mortars unless directly hit
- FOB will disable spawn for 20 seconds after a mortar lands within 50 meters of it
- FOB initial warm up remains the same
- 60 second warm up when crates are replaced or
- 60 second warm up on arrival of an armored vehicles
- regular warm up time after construction remains the same.
Crates
i'm not entirely sure how fragile crates are at the moment but for this suggestion to work, it will require that crates are easily destructible by mortars and other high explosives.
This will boast the importance of a logistics chain where if crates run out of ammo and self destruct will require new crates in order to keep the FOB in operation. It will also allow FOBs to hold out better against mortars while still being adversely affected by them. If no crates are around and the FOB is run temporarily by an armored vehicle, mortars and other strikes can cause the vehicle to bug out and leave the FOB unspawnable until they return, again effectively disabling the FOB.
This will also solve halve the problem of early FOBs being over run and the Logi trucks lost in the process. FOBs can be built at the start of the round with armored support and crates dropped later when the fighting line has advanced farther away from the FOB. This means a team can take their time in dropping off crates and returning trucks to the main. the main reason trucks are not returned after building early FOBs is that advancing squads do not want to wait behind and lose their forward momentum or risk being short one gun if the FOB comes under contact. with this system they do not need to lose that momentum until it is safe to do so.
edit: if anyone is going to argue realism. ALL vehicles (at least within the CF) carry a camo net and enough sand bags to create some minor defenses for dismounted crew. this means slit trenches etc. judging from the FOB model there should be more than enough sand bags to build the FOB. the presence of the APC or tank can also represent an ACV or other form of mobile command post.
In response to several recent threads i've come up with an idea which could deal with both problems.
the first problem is the fact that the first rush to build FOBs sometimes leave vehicles to be left around and destroyed by a fast opposing team leaving the entire team stuck without FOBs for a long period of time allowing enemy to over run everything.
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/105278-logic-truck-rtb-respawn-option.html
the second problem is with Mortars immediately rendering FOBs useless by destroying it so easily.
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/104152-modify-mortar-firebase-damage-system.html
new FOB parameters
- Must be built within 50m of a crate or 30 meters of any armored vehicle with both gunner and driver positions manned
- an FOB does not allow spawn unless there is a single crate within 30m or an armored vehicle within 50m of the FOB
- FOB will now remain undamaged by mortars unless directly hit
- FOB will disable spawn for 20 seconds after a mortar lands within 50 meters of it
- FOB initial warm up remains the same
- 60 second warm up when crates are replaced or
- 60 second warm up on arrival of an armored vehicles
- regular warm up time after construction remains the same.
Crates
i'm not entirely sure how fragile crates are at the moment but for this suggestion to work, it will require that crates are easily destructible by mortars and other high explosives.
This will boast the importance of a logistics chain where if crates run out of ammo and self destruct will require new crates in order to keep the FOB in operation. It will also allow FOBs to hold out better against mortars while still being adversely affected by them. If no crates are around and the FOB is run temporarily by an armored vehicle, mortars and other strikes can cause the vehicle to bug out and leave the FOB unspawnable until they return, again effectively disabling the FOB.
This will also solve halve the problem of early FOBs being over run and the Logi trucks lost in the process. FOBs can be built at the start of the round with armored support and crates dropped later when the fighting line has advanced farther away from the FOB. This means a team can take their time in dropping off crates and returning trucks to the main. the main reason trucks are not returned after building early FOBs is that advancing squads do not want to wait behind and lose their forward momentum or risk being short one gun if the FOB comes under contact. with this system they do not need to lose that momentum until it is safe to do so.
edit: if anyone is going to argue realism. ALL vehicles (at least within the CF) carry a camo net and enough sand bags to create some minor defenses for dismounted crew. this means slit trenches etc. judging from the FOB model there should be more than enough sand bags to build the FOB. the presence of the APC or tank can also represent an ACV or other form of mobile command post.
