Destoying FOB's Causing Ticket Loss
Posted: 2010-12-10 05:11
I propose that the destruction of a FOB leads to a minor ticket loss by the team that built it. Maybe 5 tickets for the FOB itself and 1 a piece for HMGs, TOWs, and AAs. It's not a ground breaking idea, as I know in the past the mechanic for placing Forward Outposts involved an inherent ticket cost, but to be honest when I checked the RSS thread and the manual I was amazed that it wasn't already implemented.
In my opinion, no incentive to seeking and destroying enemy firebases brings up a few gameplay conundrums, particularly on Insurgency maps. For example, having set up a strong defense in the apartments the cache spawned in at, the insurgent/militia team has a strong advantage tactically. You want the enemy to keep pouring waves of infantry at you, you'll just gobble em up. After the cache finally gets taken down, do you want to go knife their FOB? I think no, it'll only slow the game down, which is sometimes already slow, especially when the Blueforce is struggling to gain intelligence points.
This leads to camping FOB's (essentially spawn-raping), which I'm pretty sure is allowed on Tactical Gamer and other major teamwork-enforcing servers.
And at this point, FOBs and knowledge of where/how to build them properly is wide spread. They've become powerful assets to the team, just like Humvees, MBTs, etc., so why not give the team an incentive to protect them instead of abandoning them after the immediate goal is accomplished?
This ended up turning into a big post for a simple suggestion. Toolongdidn'tread version: FOB camping is sometimes an issue because there's little benefit to knifing an FOB that isn't currently spawning hundreds of enemies. Taking down a FOB should do more than mildly inconvenience the enemy and cause them to walk back to get a logi truck all over again.
Also, it occured to me that the manual hasn't been updated in a while, so my bad if this is already in place.
In my opinion, no incentive to seeking and destroying enemy firebases brings up a few gameplay conundrums, particularly on Insurgency maps. For example, having set up a strong defense in the apartments the cache spawned in at, the insurgent/militia team has a strong advantage tactically. You want the enemy to keep pouring waves of infantry at you, you'll just gobble em up. After the cache finally gets taken down, do you want to go knife their FOB? I think no, it'll only slow the game down, which is sometimes already slow, especially when the Blueforce is struggling to gain intelligence points.
This leads to camping FOB's (essentially spawn-raping), which I'm pretty sure is allowed on Tactical Gamer and other major teamwork-enforcing servers.
And at this point, FOBs and knowledge of where/how to build them properly is wide spread. They've become powerful assets to the team, just like Humvees, MBTs, etc., so why not give the team an incentive to protect them instead of abandoning them after the immediate goal is accomplished?
This ended up turning into a big post for a simple suggestion. Toolongdidn'tread version: FOB camping is sometimes an issue because there's little benefit to knifing an FOB that isn't currently spawning hundreds of enemies. Taking down a FOB should do more than mildly inconvenience the enemy and cause them to walk back to get a logi truck all over again.
Also, it occured to me that the manual hasn't been updated in a while, so my bad if this is already in place.