Page 1 of 1

Diffirent abilities of FO's for each faction.

Posted: 2008-09-17 11:05
by Aquiller
I was wondering that now, when we can place 4 FOs wherever we can (with 400m space between them), it could be interesting to give them some abilities depending on faction.
What I mean (examples):

US Army: FO's have the ability to re-supply vehicles (but still cant repair them, resupply inf etc.)

USMC: FO's have the ability to re-supply infantry (but still cant resupply/repair vehicles).

British: FO's have the mountable .50cal on top of it for extra protection (still - cannot resupply/repair).

China: FO's have ability to heal infantry (but still cant resupply them nor repair vehicles).

MEC: After deploying the FO's, 2 (two) limited kits are being deployed nearby (like pickable kits for insurgents).

Militia/Ins: no abilities

Is it possible to implement such thing? What do you think about it?

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-17 11:13
by SleepyHe4d
Hmm, I love asymmetrical warfare and all but not being implemented in this way. That's just me though. :\

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-17 12:53
by Chuc
Heheh sounds a bit like something from Warcraft :lol:

But no offense intended, I don't think this is the way to asymmetrically balance each faction by their FOs.

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-17 13:51
by Tirak
I like the vein the British one is going, I know it'd be very low priority, but deviations in the looks/effects of the FOBs would be great to see and emphasize a style of play for certain factions. After all, they are trying to add a bit of RTS gameplay into PR.

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-17 16:54
by Scot
Not a great fan to be honest, it might be a start in the right direction, but I'm not a huge fan atm.

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-18 03:30
by TF6049
Reminds me too much of Generals. If you wanted something like this you would have to let the commander pick (E.X. do I want really advanced planes *swaps out F-16 with F-22 and A-10 with F-117* or extra helicopters *adds 2 more Apache spawns*).

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-18 03:36
by Tirak
TF6049 wrote:Reminds me too much of Generals. If you wanted something like this you would have to let the commander pick (E.X. do I want really advanced planes *swaps out F-16 with F-22 and A-10 with F-117* or extra helicopters *adds 2 more Apache spawns*).
You know, CO set spawn assets would be neat. You get so many armor points, so many air points, so many FAV points ect. ect. and if there's a CO, he can change the balance a bit, fewer tanks and more APCs, fewer Attack Choppers and more Transports and vise verse. :-D

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-18 04:25
by Teek
Tirak wrote:You know, CO set spawn assets would be neat. You get so many armor points, so many air points, so many FAV points ect. ect. and if there's a CO, he can change the balance a bit, fewer tanks and more APCs, fewer Attack Choppers and more Transports and vise verse. :-D
we could have a system like World in conflict.

Re: Diffirent abilities of FO's for each faction.

Posted: 2008-09-18 04:43
by Rudd
I would say no to the specific suggestions to FOs you have proposed.

But in a way, we have it already

Insurgents cannot build assets around their FO, but US/UK can

conventional warefare is closer to symmetrical for balance reasons (as well as realism I assume) and therefore the only differences in FOs should be the kind of 50cal

augmentation of what can spawn at a FO may be needed, but not quite like this imo