FOB/Rally point mechanics
Posted: 2010-05-14 13:48
Playing through the evolutions of spawn mechanics from BF2 through what we have today has been pretty interesting, and I feel that it is almost perfect, but I think there is still some room for improvement.
Here are the problems as I see them:
I think that the old system of rally points gave a squad leader a lot more tactical flexibility. Because the stealth factor of a rally point was so much greater than that of a FB, you could find a sneaky spot to put a rally and have a lot of fun with it. By comparison putting a sneaky FB is a few orders of magnitude more difficult.
However I really enjoyed when rallies were removed because they were too spammy. Having two guys sneak around, and then set a spawn where a whole squad could attack again and again no matter how many times you killed significantly subtracted from the tactical aspect of the game.
I also think there is a problem with allowing 6 FOBs and allowing the whole team to spawn on each one. The reason for this is that you can have so many FBs that a team can set one up at each flag, so the tactic that results is a team sets one up at each flag and once they take one flag, they can just spawn at the next one and so on and sweep the round without a fight.
I think this is gamey when you consider that one supply truck can set up 2 FOBs and each FOB can spawn an unlimited number of players from the whole team. So a supply truck with one driver that can realistically seat maybe 20 guys, can be used to set up two bases behind enemy lines that might end up spawning 100 guys.
It seems unfair that if you blow the truck up you get one kill, but since 100 guys can spawn from the truck, its kind of like there is 100 guys riding in the back, you should get 100 kills. In the same way it is unfair that if you let one truck driven by one guy slip through your lines, suddenly you are under attack from the rear by the whole enemy team. I also think it subtracts from the teamwork aspect of the game when one guy can change a round with a supply truck. Rewarding that behavior only encourages endless waves of misguided players wasting a teams supply trucks trying to set FOBs by themselves in enemy territory.
So in response to the above, I have come up with this idea:
Limit officer kits to squads with 4 or more men. In the same way as is now, limit officers to one rally point that needs to be rearmed. A rally can be placed anywhere with the same rules as now (disappears in 60s) However if your rally is within a certain distance from a FOB (this would need to be playtested, but lets say 150m) it will stay up with no time limit.
No one can spawn on FOBs
In addition there are a few caveats:
Having multiple enemies at a close distance, or having the FB completely destroyed will make your rally disappear within 60 seconds UNLESS:
Your rally is within 10m of:
A supply crate
Two small ammo boxes
4 Ammo bags
If you have a supply of ammo as listed above your rally will become unspawnable when there are enemies close by, instead of disappearing completely. If the FOB is destroyed, and you have ammo, your rally will stay up for a longer period of time (lets says 20min) instead of 60 seconds, but it will still go down after a while.
So I will use the dynamics I have outlined above and try and illustrate how a round of PR would play out differently, and in my opinion, for the better.
As a squad leader at the start of a round you have a few choices: You can use a vehicle, you can have a small team of specialists, like a sniper or spotter squad, or you can have a large infantry squad.
No one now can spawn directly on FOBs, and only a squad 4 or larger can set rallies so as a small team you have only main base to spawn at. This makes your job as a sniper or engineer or whatever much harder and you need to be much more careful to avoid death. Also you need to seriously consider if your small team would be better as part of a larger squad so you can benefit from a common rally point.
my hopeful result:
+ teamwork
As a vehicle squad, if your vehicle has any transport or supply ability you are now absolutely vital to your team's success. First there are vastly more passengers at main base waiting for a ride. Second every squad now needs their own base of supplies.
the result, again, I hope
++teamwork
As an infantry squad attacking or defending an objective you have a few things to consider. First off you need at least one supply crate to set a FOB. Next you need to decide how to set your rally. You can set a very fragile rally, that will expire if the enemy overruns it or destroys your FOB, but you can set it in the most tactically advantageous spot within the allowable distance of your FOB.
Obviously you want to fortify your rally with some supplies to make it more permanent. To do this you can organize your squad to haul in some ammo manually in the form of bags, or you can get an APC or transport truck to drop 2 small ammo boxes, or you can get an additional supply crate from a truck or chopper. So obviously using ammo bags you can set a very sneaky rally in a building or backwoods area, but you need to, at least temporarily, eschew heavy weapons and get the teamwork of a whole squad to haul ammo bags. Or you can set a less sneaky rally with the help of an apc or transport truck to drop small or large ammo crates.
The result I hope is that the dynamic of one guy being able to build a relatively clumsy spawn that the whole team can then spam off of is removed and replaced with the ability of a coordinated team to build a base of operations that then is actually a base of operations that allows a squad leader to develop his own spawn according to his own wishes, with taking time and the cooperation of a squad, or 2 squads greatly rewarded. A squad leader has the flexibility of having a rally point, but it is no longer a spammy rally point, because it is dependent an a larger, harder to maintain FOB. Additionally, with FOBs being so important more squads will be concentrated around them, again leading hopefully to +++teamwork.
There are a lot of branches and different directions you could take this idea, and I think some are better left to playtesting to find out, and others I think I will save for a followup post.
The main objection I think will leap into people's minds is of course, is all those rounds we've played that our team couldn't fly a chopper without crashing it, and could not set up even a FOB much less a FOB and rallies and supplies. I think the best way to test out this idea is exactly the same way we tested out the current system, by doing it as a server side beta that can be tweaked one way or another. Certainly I could see this idea as adopted by some servers that enjoy higher levels of teamwork, and others choosing to not to change as they see fit. I would like to add that if someone told me what PR would look like today vs many patches ago I would not have believed it would work, but the player bases I think has evolved well in response to the game, and these changes are designed to be difficult, but rewarding to those with a good grasp of tactics and who truly play as a team.
This is a post with a lot to think about so I would encourage anyone who replies to reread a few times and think carefully before responding.
Here are the problems as I see them:
I think that the old system of rally points gave a squad leader a lot more tactical flexibility. Because the stealth factor of a rally point was so much greater than that of a FB, you could find a sneaky spot to put a rally and have a lot of fun with it. By comparison putting a sneaky FB is a few orders of magnitude more difficult.
However I really enjoyed when rallies were removed because they were too spammy. Having two guys sneak around, and then set a spawn where a whole squad could attack again and again no matter how many times you killed significantly subtracted from the tactical aspect of the game.
I also think there is a problem with allowing 6 FOBs and allowing the whole team to spawn on each one. The reason for this is that you can have so many FBs that a team can set one up at each flag, so the tactic that results is a team sets one up at each flag and once they take one flag, they can just spawn at the next one and so on and sweep the round without a fight.
I think this is gamey when you consider that one supply truck can set up 2 FOBs and each FOB can spawn an unlimited number of players from the whole team. So a supply truck with one driver that can realistically seat maybe 20 guys, can be used to set up two bases behind enemy lines that might end up spawning 100 guys.
It seems unfair that if you blow the truck up you get one kill, but since 100 guys can spawn from the truck, its kind of like there is 100 guys riding in the back, you should get 100 kills. In the same way it is unfair that if you let one truck driven by one guy slip through your lines, suddenly you are under attack from the rear by the whole enemy team. I also think it subtracts from the teamwork aspect of the game when one guy can change a round with a supply truck. Rewarding that behavior only encourages endless waves of misguided players wasting a teams supply trucks trying to set FOBs by themselves in enemy territory.
So in response to the above, I have come up with this idea:
Limit officer kits to squads with 4 or more men. In the same way as is now, limit officers to one rally point that needs to be rearmed. A rally can be placed anywhere with the same rules as now (disappears in 60s) However if your rally is within a certain distance from a FOB (this would need to be playtested, but lets say 150m) it will stay up with no time limit.
No one can spawn on FOBs
In addition there are a few caveats:
Having multiple enemies at a close distance, or having the FB completely destroyed will make your rally disappear within 60 seconds UNLESS:
Your rally is within 10m of:
A supply crate
Two small ammo boxes
4 Ammo bags
If you have a supply of ammo as listed above your rally will become unspawnable when there are enemies close by, instead of disappearing completely. If the FOB is destroyed, and you have ammo, your rally will stay up for a longer period of time (lets says 20min) instead of 60 seconds, but it will still go down after a while.
So I will use the dynamics I have outlined above and try and illustrate how a round of PR would play out differently, and in my opinion, for the better.
As a squad leader at the start of a round you have a few choices: You can use a vehicle, you can have a small team of specialists, like a sniper or spotter squad, or you can have a large infantry squad.
No one now can spawn directly on FOBs, and only a squad 4 or larger can set rallies so as a small team you have only main base to spawn at. This makes your job as a sniper or engineer or whatever much harder and you need to be much more careful to avoid death. Also you need to seriously consider if your small team would be better as part of a larger squad so you can benefit from a common rally point.
my hopeful result:
+ teamwork
As a vehicle squad, if your vehicle has any transport or supply ability you are now absolutely vital to your team's success. First there are vastly more passengers at main base waiting for a ride. Second every squad now needs their own base of supplies.
the result, again, I hope
++teamwork
As an infantry squad attacking or defending an objective you have a few things to consider. First off you need at least one supply crate to set a FOB. Next you need to decide how to set your rally. You can set a very fragile rally, that will expire if the enemy overruns it or destroys your FOB, but you can set it in the most tactically advantageous spot within the allowable distance of your FOB.
Obviously you want to fortify your rally with some supplies to make it more permanent. To do this you can organize your squad to haul in some ammo manually in the form of bags, or you can get an APC or transport truck to drop 2 small ammo boxes, or you can get an additional supply crate from a truck or chopper. So obviously using ammo bags you can set a very sneaky rally in a building or backwoods area, but you need to, at least temporarily, eschew heavy weapons and get the teamwork of a whole squad to haul ammo bags. Or you can set a less sneaky rally with the help of an apc or transport truck to drop small or large ammo crates.
The result I hope is that the dynamic of one guy being able to build a relatively clumsy spawn that the whole team can then spam off of is removed and replaced with the ability of a coordinated team to build a base of operations that then is actually a base of operations that allows a squad leader to develop his own spawn according to his own wishes, with taking time and the cooperation of a squad, or 2 squads greatly rewarded. A squad leader has the flexibility of having a rally point, but it is no longer a spammy rally point, because it is dependent an a larger, harder to maintain FOB. Additionally, with FOBs being so important more squads will be concentrated around them, again leading hopefully to +++teamwork.
There are a lot of branches and different directions you could take this idea, and I think some are better left to playtesting to find out, and others I think I will save for a followup post.
The main objection I think will leap into people's minds is of course, is all those rounds we've played that our team couldn't fly a chopper without crashing it, and could not set up even a FOB much less a FOB and rallies and supplies. I think the best way to test out this idea is exactly the same way we tested out the current system, by doing it as a server side beta that can be tweaked one way or another. Certainly I could see this idea as adopted by some servers that enjoy higher levels of teamwork, and others choosing to not to change as they see fit. I would like to add that if someone told me what PR would look like today vs many patches ago I would not have believed it would work, but the player bases I think has evolved well in response to the game, and these changes are designed to be difficult, but rewarding to those with a good grasp of tactics and who truly play as a team.
This is a post with a lot to think about so I would encourage anyone who replies to reread a few times and think carefully before responding.
