limiting spawns from fob.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

limiting spawns from fob.

Post by maarit »

i made suggestion about limiting the spawntimes from rallypoints to prevent endless stream of enemys but that is now fixed with removal of rallys.

but now this same thing happens in fobs.
i have seen this in many maps and its happend often.
i played yesterday qwai river and there was fob vs fob fight going and first it was nice to have that situtiation while defending bridge objective but after 20 minutes it was just annoying.
that was just massacre to the both sides.
i think that if in real-life some force have operation base and they troops keeps dying there,there should be orders from the "top" to fallback from there.
someone might say that dont spawn there,but i have to cos there is flag what our team must cap.
thats why we dont wanna spawn to the otherside of the map.

if it possible give fob limited amount of spawn and then it dissapears.
maybe 30-40.
and often if player gets wounded at the fob,he push give button cos he has spawnpoint just there.
its better way to destroy enemy fob than being rambo-ninja with knife.
just fight better than other team and you get your victory.

"EDIT="ALERT" next is bad english and bad explanation.
"and second thought was that maybe fob should take damage when player who spawns there gets killed.
and you can repair fob after that"

what i meant that there should be way to reload the fobs resources.



so,players are like ammos of the fob...when they dry out,you are in deep ****
of course you can destroy fob and build it again to get more "ammo".
just like other deployables gets destroyed when ammos are low.
:)
Last edited by maarit on 2010-06-01 08:33, edited 3 times in total.
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: limiting spawns from fob.

Post by Stoic Sentinel »

maarit wrote:second thought was that maybe fob should take damage when player who spawns there gets killed.
and you can repair fob after that.
Wait... wut?
Image
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

Stoic Sentinel wrote:Wait... wut?
hmm,i mean that when players keep dying, the fob should take a little damage.
when players have dying too much,fob dissapears.
but you can "repair" fob to keep it up.
if team just keep spawn from there and die and forget to repair fob...its end of that fob.
but that repair thing was just alternative thing.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: limiting spawns from fob.

Post by dtacs »

maarit wrote: if it possible give fob limited amount of spawn and then it dissapears.
maybe 30-40.
What if a single squad just constantly spawns on it and takes all the points from it, leaving the rest of the team without a spawn?

and often if player gets wounded at the fob,he push give button cos he has spawnpoint just there.
Thats true, however he should be spawning with a medic or with one within reach. The squad should be staying together.

its better way to destroy enemy fob than being rambo-ninja with knife.
But how would limited spawns stop the ninjas at all? It doesn't make squadwork to destroy the enemy FOB existent. (not that it doesn't exist already)

just fight better than other team and you get your victory.
Not really, as the mindset of 'Lets spawn here and keep attacking till one team loses all their spawns' is still there. This isn't going to stop the FOB v FOB wars.

and second thought was that maybe fob should take damage when player who spawns there gets killed.
So if someone sits there with a with a SAW and rapes the firebase, they can destroy it single-handedly and get an awesome KD along the way?
Don't get me wrong dude, its an interesting idea, but in practice I don't think it will work that well. I see that you want to get rid of the FOB v FOB deal but thats still going to remain with this, unfortunately due to players being hardcoded its not going to employ more medics wanting to revive because they want to save the spawns on the FOB. There are still people who won't give a dam about the rest of the team spawning.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

dtacs wrote: What if a single squad just constantly spawns on it and takes all the points from it, leaving the rest of the team without a spawn?

that squad is just playing the game wrong cos they are dying too much.


Thats true, however he should be spawning with a medic or with one within reach. The squad should be staying together.

its happen even if there is medics near.its quicker to spawn than waiting medic to come.


But how would limited spawns stop the ninjas at all? It doesn't make squadwork to destroy the enemy FOB existent. (not that it doesn't exist already)

there should be also knifing thing and incediary grenade thing.
but there should be also key to the victory with fighting.


Not really, as the mindset of 'Lets spawn here and keep attacking till one team loses all their spawns' is still there. This isn't going to stop the FOB v FOB wars.

yeah its not gonna end fobwars but its gonna end those more quicker.

and second thought was that maybe fob should take damage when player who spawns there gets killed.
So if someone sits there with a with a SAW and rapes the firebase, they can destroy it single-handedly and get an awesome KD along the way?
im really bad quoter :)
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: limiting spawns from fob.

Post by rampo »

If you'd do this you'd have too much spawn restriction going on as the rallypoints are so limited. Allways spawning at main would just ruin the fun on the game.
Image
Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: limiting spawns from fob.

Post by Smiddey723 »

I think the spawning system has been fiddled with enough with the removal of rally points or restictions of them. now if you limit spawns on the FOB it would probably mean alot of people spawning at main which isnt fun.
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: limiting spawns from fob.

Post by Stoic Sentinel »

rampo93(FIN) wrote:Allways spawning at main would just ruin the fun on the game.
Esp, if there aren't any more trans left ;)
Image
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

HellDuke wrote:Rally points are still there, it's just that they aren't used as much... Why destroy the fob after spawn points are used up? That won't change a thing, since giving up when wounded and re-spawning just takes away tickets, so in the battle the group that fights better is already the winner.
yeeah,there would be winner when all the tickets are gone but i wanna feel also victory while im playing.
i wanna win firefight with fighting,not with knifing the radio.
its pain to try to win longrange firefight cos enemy have fob where they can spawn eternally.
its like we have rallypoints back.
yeah,maybe some area-attack there should do the job but game needs commanders first.

if our team kills 30 enemy in near the fob,that should be enough.
that firefight is finished,its over,retreat.
stop the massacre :)
but when "ammos"is low at fob,ask more supplies and build new fob.
new reinforcements.
:shock:

and quick thought to add:
or then somehow link the spawnsystem to fob and crates.
when some amount of players have spawned from fob,crates dissapears and spawning is denied.
supply transporters have just bring new crates to the fob to keep spawning alive.
Last edited by maarit on 2010-06-01 08:35, edited 3 times in total.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: limiting spawns from fob.

Post by Potilas »

just add 1 sec for spawn time every time when death comes exept if TK. Im sure that after 20 deaths ppl start play more carefully->less spam. Everybody does not like to be punished by raised spawn time so it could be server side option.

I have noticed that crates, team assets, fob:s and stuff like that does not have "time to live" value. Maybe fob:s should plus stuff around it and crates lasts limited time. 120min or so when stuff start to dissapear. This ends over 2h fob vs fob fights.
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: limiting spawns from fob.

Post by Ford_Jam »

Area Attack.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: limiting spawns from fob.

Post by Redamare »

sooooooooooooooooooooo......... you have to keep rebuilding the fob to spawn on it??? whats the point in a fob then??
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: limiting spawns from fob.

Post by AnimalMother. »

maarit wrote:there,there should be orders from the "top" to fallback from there.
i got to that and stopped reading so forgive my ignorance, however you have to an extent fixed the problem. If people are wasting tickets tard rushing a fortified postion the commander should get the team to fall back.

no commander? go commander get it done. no one listens to your orders when you are CO, then leave as people are obviously not willing to work for the team.

my 2p
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: limiting spawns from fob.

Post by maarit »

Redamare wrote:sooooooooooooooooooooo......... you have to keep rebuilding the fob to spawn on it??? whats the point in a fob then??
EDIT:
sorry my bad english...
you have fob and it have limited amount on soldiers.
when the players have died too much and resources are low on fob,bring new supplys there to keep spawning live.
that kind of rebuilding
Last edited by maarit on 2010-06-01 08:40, edited 1 time in total.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: limiting spawns from fob.

Post by dtacs »

Ford_Jam wrote:Area Attack.
Often not up because FOB wars happen early in the game :roll:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: limiting spawns from fob.

Post by Rudd »

I happen to like FOB wars...

its really not that hard to destroy a FOB

if you cannot get their FOB, then they are sucessful defenders...and you should concede the area to them

withdrawing isn't always a bad thing, it decreases the length of your supply line, while extending theirs, in FOB terms this might draw defenders off their fort.
Image
Dr.Roy.Mustang
Posts: 76
Joined: 2009-04-30 01:49

Re: limiting spawns from fob.

Post by Dr.Roy.Mustang »

No way man! It's good as it is.
[Special Response Team]
Teamwork is one - Experience is second - Tactic is third
R.Mustang reporting in - Do you copy? ましょうか?
Enlisted since: PR 0.85

Image
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: limiting spawns from fob.

Post by Teek »

already a FOB will be disabled if enough hostiles get too close to it. With this proposed system, a FB thats up and secure for an entire round in a secure location would have to be rebuilt due at seemingly random times, would be a real hassle if the nearest squad was currently occupied
Image
Post Reply

Return to “PR:BF2 Suggestions”