Adjustment ideas for FOBs, Grenades
Posted: 2009-12-10 05:47
A pair of ideas that have been kicking around in my head for a little while: Having firebases be destroyed via a capture point-like mechanic where you would have to occupy a small radius for a relatively short period of time to destroy the base, and exchanging the current mechanism for adjusting the range of a grenade throw with a small selection of preset power levels (i.e. short-throw, medium-throw, and long-throw). What follows are my thoughts on the two matters for those who are interested in hearing my reasoning before rejecting my ideas outright.
- An adjustment to how FOBs are destroyed: I've always thought of firebases as not only a spawn point, but a means of projecting power. They allow a team to exert control over a sector of the map - HMGs, sandbags, barbed-wire, and SAMs all serve to restrict the opposition's ability to move and operate in the area.
The only problem is that one SOB with an incendiary grenade can sneak in and take out the FOB and it's spawn point with one lucky incendiary grenade. Thus the firebase is destroyed and the team's ability to project power and fight the enemy is severely diminished through one person's actions. In a team based game that just doesn't sit well with me.
It seems to me that, with v0.9 likely to put even more emphasis on firebases, the destruction of such a valuable asset should be more difficult. It should require the domination of the opposition in the area. You should have to forcefully drive the enemy out.
My idea is to have FOBs operate more akin to Capture Points. The firebase has a small capture radius - I would imagine something on the order of tens of meters - and a short capture time, like 60 man-seconds or whatever is deemed appropriate. The more guys you put in there, the faster the firebase dies. Players probably shouldn't be able to spawn in while the zone is occupied.
The effect is to make the firebase more resilient to suicide charges and ninja strikes: if a squad can stand around your firebase for a full minute then I believe it's fair to say that you've been overrun.
- Secondly, I think the way grenades work in this game just plain sucks. Tossing a short lob over a wall, or into the upper window of a building continues to vex me after two or three years of playing. You hold right-mouse and an invisible meter charges, determining how much velocity you throw your grenade with. I seem to be capable of two throws: The Brett Farve Hail-Mary and a little noodle-armed thing that lands at my feet (real fun when throwing molotovs, by the way). It seems to me to be similar to trying to kick a field goal in Madden, except the little kick-charge meter is invisible, and you don't know exactly when it starts charging after you snap the ball. And then the ball explodes.
My solution is to simply loose the charging meter, and instead just have you select handful of different throwing distances. Tie it to the fire-selection function so that instead of switching between semi-auto and burst, you switch between short, medium, and long.
It's not perfect, and I acknowledge that the mechanism is far from realistic. However, it would allow players to make precise throws with much less difficulty. And realistically, shouldn't a person be able to toss a grenade onto a rooftop without worrying that he was going to accidentally get himself and his friends killed?
- An adjustment to how FOBs are destroyed: I've always thought of firebases as not only a spawn point, but a means of projecting power. They allow a team to exert control over a sector of the map - HMGs, sandbags, barbed-wire, and SAMs all serve to restrict the opposition's ability to move and operate in the area.
The only problem is that one SOB with an incendiary grenade can sneak in and take out the FOB and it's spawn point with one lucky incendiary grenade. Thus the firebase is destroyed and the team's ability to project power and fight the enemy is severely diminished through one person's actions. In a team based game that just doesn't sit well with me.
It seems to me that, with v0.9 likely to put even more emphasis on firebases, the destruction of such a valuable asset should be more difficult. It should require the domination of the opposition in the area. You should have to forcefully drive the enemy out.
My idea is to have FOBs operate more akin to Capture Points. The firebase has a small capture radius - I would imagine something on the order of tens of meters - and a short capture time, like 60 man-seconds or whatever is deemed appropriate. The more guys you put in there, the faster the firebase dies. Players probably shouldn't be able to spawn in while the zone is occupied.
The effect is to make the firebase more resilient to suicide charges and ninja strikes: if a squad can stand around your firebase for a full minute then I believe it's fair to say that you've been overrun.
- Secondly, I think the way grenades work in this game just plain sucks. Tossing a short lob over a wall, or into the upper window of a building continues to vex me after two or three years of playing. You hold right-mouse and an invisible meter charges, determining how much velocity you throw your grenade with. I seem to be capable of two throws: The Brett Farve Hail-Mary and a little noodle-armed thing that lands at my feet (real fun when throwing molotovs, by the way). It seems to me to be similar to trying to kick a field goal in Madden, except the little kick-charge meter is invisible, and you don't know exactly when it starts charging after you snap the ball. And then the ball explodes.
My solution is to simply loose the charging meter, and instead just have you select handful of different throwing distances. Tie it to the fire-selection function so that instead of switching between semi-auto and burst, you switch between short, medium, and long.
It's not perfect, and I acknowledge that the mechanism is far from realistic. However, it would allow players to make precise throws with much less difficulty. And realistically, shouldn't a person be able to toss a grenade onto a rooftop without worrying that he was going to accidentally get himself and his friends killed?