ProblemStoickk wrote:There are a few problems here...
Lone wolves are bad for game play in general in most cases already. Lone Wolves, by their very nature, are not teamwork oriented players, and play in a manner that is detrimental to their own team, and the game as a whole. Versus their own team, these players are often responsible for taking and locking a squad spot as a single player, taking a kit while part of another squad and then leaving, taking and abandoning assets, and generally acting in a manner inconsistent with team play and the overall strategy.
At the game level, Lone Wolves will often roam behind enemy lines and knife lightly defended or unattended FOB's. With the current standardized player limit of 64, it is not mathematically realistic allocation of forces to defend every FOB. I propose that some changes to FOB's are in order to reduce the impact of "Lone Wolfing" on game play These changes would specifically limit or eliminate the ability of a Lone Wolf to completely destroy a FOB on their own.
I offer the following quote (with much thanks to the original poster for doing the basic math and saving me the trouble.) as evidence of the problem with allocation of forces to defense of all FOB's. As a caveat, every tactical scenario is different, and you could probably play dozens of "what if" scenarios, but they all boil down to the same basic concept. I chose to accept this scenario as presented to save time.
ConsiderationsArnoldio wrote:With 64 player you cannot have people defending fobs, except if it comes to that scenario. So lets see., lets say that 3 players per FOB, because there might be 2 ninjas.
Max amount of fobs is 6 iirc , but lets say there is only 5 present, wich is kinda the aregular amount you see.
That is 15 people sitting on fobs looking out for ninjas.
You have 17 left. Of those 17, 6 is in Armoured vehicles. 11 left. There is two transport choppers. 9. Also an attack/scout fully manned chopper, results to 7. Someone is a sniper. 6. A full INF squad, wich, by my experience often isnt really teamwork oriented. But lets say were lucky and its a completely decent mumble squad.
One squad to operate on the field, split into 2 groups, so one can defend one attack.
3 players per combat area.
Lets say other team has same assets, but doesnt defend the FOBs. That is 15 more. 2 full INF squads and lets say 3 added to an APC, as MECH INF.
Those 3 guys defending/attacking will face atleast 1 INFSQD plus additional 1 INFSQD or 1 MECHINFSQD.
You are toast.
...
Vehicles, MBT's especially should definitely be able to destroy a FOB. Any proposed change to address this issue must keep this in mind. Real world, armored vehicles can level entire buildings. FOB's should be no problem. Any change that would remove the ability for vehicles to destroy FOB's will encourage spawn camping/raping, which already is somewhat of an issue. My proposed changes will not create imbalance here.
Close range FOB "ninja'ing" is primarily the problem that my post addresses. However, no discussion on this subject would be complete without mentioning HAT versus FOB. Currently, a single player can kill a FOB at range easily with a HAT system, which still encourages "Lone Wolf" game play. This is a problem, but one that needs to be resolved without nerfing HAT effectiveness versus armor: something which should be avoided at all costs. My suggestions take this into account as well.
Recon squads, when properly employed can be very enjoyable as well as providing teamwork and team-oriented game play. This differs substantially from "Lone Wolfing" and should be encouraged. Currently, however, these types of squads pose a similar threat to game play at the game level, if not the team level. Any proposed changes should ensure that while "Lone Wolves" are prevented from "ninja'ing" FOB's, recon squads will still have an impact on game play in that realm, albeit with significantly increased challenge. My proposals account for this consideration as well.
Solution
I propose the following changes to FOB mechanics to address the aforementioned issues.
1. When a radio is knifed, have it cause a specific amount of damage to the FOB, but not destroy the FOB. Keep the damage mechanic to the player intact, however increase the amount of damage to approximately 30% of maximum player health. The reason this will help is that it will take multiple stabs to the radio to destroy a FOB, causing a player to bleed out in the absence of a medic.
2. Solution 1 can be addressed by increasing the health of FOB's. FOB health should be adjusted high enough so that enough stabs to kill the FOB will also kill the player in the absence of medical aid. Ideally 75% (or whatever the current percentage is to have a FOB revert from the full model to the "pile of dirt" model) damage to FOB should cause 100% damage to the player. This will eliminate lone wolf FOB ninja elimination completely, as even with one patch, a lone player will bleed out long before he will be able to reach a friendly medic, and will be forced to traverse the front lines while bleeding and coughing. This will make him easier to track down.
2a. I propose that it should require at least as much damage as is required to destroy a Weapons Cache (1 C4/4 Incendiary Grenades) to reduce a fully functional (100% health) FOB to the "pile of dirt" model. At a minimum, a player would need to be in a two man squad with a Squad Leader (1 patch on basic kit plus 3 on Squad Leader, or Combat Medic in squad) or Medic to keep from dying after "ninja'ing" a fob, even if the standard two incendiary grenades are taken into account. As a side thought to this issue, I ask you to ponder the following. If it takes four incendiary grenades to make a pile of ammunition and explosives explode, why is it realistic for one incendiary in the dirt to destroy a FOB?
2b. If necessary, knife damage can be increased without unbalancing infantry combat. As it stands currently, one stab will instantly place a full health soldier in a "Wounded" state. An increase in damage will have exactly the same effect, thus balance will be preserved.
3. Adjust FOB spawn attributes so that a FOB is not spawnable if FOB health is below 100%. By adding this measure, single players and small squads will still have an effect on gameplay, as saboteurs operating behind the front lines should. However, it will require much more time and effort on the part of these small squads to completely destroy a FOB, allowing the opposing team time to react. In contrast, the saboteurs can opt to disrupt supply lines by damaging the FOB and then move out to avoid retaliation. The opposing team may miss the raiders, but they retain their asset, which requires minimal repairs to become functional again.
3a. By increasing FOB health, it will require a higher number of direct hits from both man portable and vehicular weapon systems. While this eliminates the issue on the ground, it will take more shots from a vehicle to destroy the FOB. This mechanic vastly reduces the potential for FOB raping, as after the first round impacts the FOB, it will no longer be spawnable until repaired.
4. I know this is a bit of a touchy one, but bear with me. Remove fixed asset bleed. While man-made objects will tend to deteriorate and break down over time, that mechanic is far too accelerated in PR. With all due respect (and a ton of appreciation
As with anything that I post, I welcome any constructive criticism, thoughts, concerns, etc. Feel free to take my ideas and run with them. My only goal here is to give back to the game and community which has provided me with countless hours of entertainment.





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