New FOB-System (Building-Points/new Assets)
Posted: 2010-12-09 08:05
Hello,
I wanna share an idea which i am thinking of since 0.95 was released. I would suggest a new System for building a FOB. To my suggestion:
Give each building (like the AA or TOW) points. E.g. 50 points for a TOW. And each FOB is allowed to have a maximus amount of points like 200. So u can add buildings to a FOB but it won't get a super-sized FOB with everything, like a AA, a TOW, 2 HMG's and Foxholes & Wires. This idea should give the SQL the possibility to choose what kind of FOB his FOB would be. When he adds more HMG's, TOW and less wires it would be more a kind of "attack Fob". In the other way, refuse the amount of TOW's and he can build mor wires.
I hope you understand what I mean but i will show you an example:
How many BP (Building-Points) an asset needs:
-FOB (0 Points needed; limited to 1 per FOB)
-AA (50 Points, 2 per FOB)
-TOW (100 Points, 1 per FOB)
-HMG's (50 Points, 4 per FOB)
-Wires (25 Points, 10 per FOB)
-Foxholes (25 Points, 10 per FOB)
-Mortars (75 Points, 2 per FOB)
So now a SQL starts to build a FOB for defending North City in Muttrah.
He place a FOB (Amount: 0 Points) and now 2 HMG's, one heading south other east (Amount: 100 Points). Next he build a TOW (Amount: 200 Points, limit reacht).
This type of FOB allows you to defend your self against APC's and Infantry. But an APC is possible to flank the TOW and take it out. Not that his way is blocket by lots of Wires. It requieres more teamwork to defend this FOB and the flag. You need more intel about the direction of the APC etc...
I don't want to say this way of points i used is the perfect mix. That's something where is some work is needed to find the perfect way. But it's a good start.
PART 2
Now to the my second part of Idea. New buildings for the mix, combined with my idea of BP's. Some new buildings for conventional and unconventional factions. I know, some of my ideas are a resuggestion but i want to show you these things combined with my idea of Points.
Conventional Forces:
- A Radarstation to support the AA:
It allows you to find out where are the planes and helicopters are coming from. But it works only on 100 meters and higher, so low flying helicopters like in Muttrah are not detected. It should cost a lot of BPs and limited to one per Map with a radius of 1 km. I think something like this is nice to have on Kashan or Burning Sands.
- A build-able repairstation:
A station where Vehicles can repair and reload (reloading would cost ammo from a crate. And supply trucks can't reload there.). It should be faster as a drop-able repairstation but not that fast as the supply depot in the main.
- A build-able helipad:
A helipad which can be build and provide a flat landing space for helicopters. I don't know if this is possible because of the collision. But helis could get repaired on this pads and reload it's flares. No ammo for the guns or crates.
Unconventional Forces:
- A cammoflage net:
It could be used to build over your cache on open spoots. So it would be a better hide for it, even in open places.
- A LMG-nest:
Insurgency could build a LMG-Nest (maybe with the AK which is on the techi) it would help to defend a cache against infantry. But it's weak against armor. So the BLUFOR needs to work more in a team to get a cache.
- A pit:
It should be the opposite of the foxholes. Not that strong against heavy armor but prevent against mortars and APCs.
- A roadblock:
The opposite of the wires. Heavy armor like Tanks could drive through it and break it. It should be something like rubble and tires.
Just some ideas, now u can discuess it. I really like to get a feedback.
I wanna share an idea which i am thinking of since 0.95 was released. I would suggest a new System for building a FOB. To my suggestion:
Give each building (like the AA or TOW) points. E.g. 50 points for a TOW. And each FOB is allowed to have a maximus amount of points like 200. So u can add buildings to a FOB but it won't get a super-sized FOB with everything, like a AA, a TOW, 2 HMG's and Foxholes & Wires. This idea should give the SQL the possibility to choose what kind of FOB his FOB would be. When he adds more HMG's, TOW and less wires it would be more a kind of "attack Fob". In the other way, refuse the amount of TOW's and he can build mor wires.
I hope you understand what I mean but i will show you an example:
How many BP (Building-Points) an asset needs:
-FOB (0 Points needed; limited to 1 per FOB)
-AA (50 Points, 2 per FOB)
-TOW (100 Points, 1 per FOB)
-HMG's (50 Points, 4 per FOB)
-Wires (25 Points, 10 per FOB)
-Foxholes (25 Points, 10 per FOB)
-Mortars (75 Points, 2 per FOB)
So now a SQL starts to build a FOB for defending North City in Muttrah.
He place a FOB (Amount: 0 Points) and now 2 HMG's, one heading south other east (Amount: 100 Points). Next he build a TOW (Amount: 200 Points, limit reacht).
This type of FOB allows you to defend your self against APC's and Infantry. But an APC is possible to flank the TOW and take it out. Not that his way is blocket by lots of Wires. It requieres more teamwork to defend this FOB and the flag. You need more intel about the direction of the APC etc...
I don't want to say this way of points i used is the perfect mix. That's something where is some work is needed to find the perfect way. But it's a good start.
PART 2
Now to the my second part of Idea. New buildings for the mix, combined with my idea of BP's. Some new buildings for conventional and unconventional factions. I know, some of my ideas are a resuggestion but i want to show you these things combined with my idea of Points.
Conventional Forces:
- A Radarstation to support the AA:
It allows you to find out where are the planes and helicopters are coming from. But it works only on 100 meters and higher, so low flying helicopters like in Muttrah are not detected. It should cost a lot of BPs and limited to one per Map with a radius of 1 km. I think something like this is nice to have on Kashan or Burning Sands.
- A build-able repairstation:
A station where Vehicles can repair and reload (reloading would cost ammo from a crate. And supply trucks can't reload there.). It should be faster as a drop-able repairstation but not that fast as the supply depot in the main.
- A build-able helipad:
A helipad which can be build and provide a flat landing space for helicopters. I don't know if this is possible because of the collision. But helis could get repaired on this pads and reload it's flares. No ammo for the guns or crates.
Unconventional Forces:
- A cammoflage net:
It could be used to build over your cache on open spoots. So it would be a better hide for it, even in open places.
- A LMG-nest:
Insurgency could build a LMG-Nest (maybe with the AK which is on the techi) it would help to defend a cache against infantry. But it's weak against armor. So the BLUFOR needs to work more in a team to get a cache.
- A pit:
It should be the opposite of the foxholes. Not that strong against heavy armor but prevent against mortars and APCs.
- A roadblock:
The opposite of the wires. Heavy armor like Tanks could drive through it and break it. It should be something like rubble and tires.
Just some ideas, now u can discuess it. I really like to get a feedback.