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Zombine45

FOB Changes

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Zombine45    177

I'd like to propose a set of changes and additions to the current FOB system in order to make it a bit more player friendly and usable. I'd like to get as much feedback and input on this as i can.

Under the current system, spawning at an FOB has too few advantages. To make it more interesting and spawning at the FOB a viable option i would propose these changes:

  • Have spawning at the FOB enabled by default
  • Add an arsenal crate and a Huron Medical crate to the FOB
  • Change vehicle spawns to: 1x HEMTT medical, 2x Hunter and 1x Offroad

There are also several changes to the way FOBs are activated and supplied that will keep the hastle of using the FOB to a minimum

  • To fully set up the FOB, it will only take two trucks, with one additional truck for adding more spawn tickets
  • The first truck will enable player spawning(+25 spawn tickets), vehicle spawns and player ammo and medical services. (This truck would be the already present HEMTT Box)
  • The second will enable vehicle ammo, repair and fuel services. (This truck would be any of the vehicle service trucks (Fuel, Ammo, Repair) or the Bobcat CRV if it's on hand)
  • The third truck will deliver a number of spawn tickets(25 probably) to the FOB each time it is delivered (This truck will be a HEMTT Transport or Medical)

Also, to go with these changes i think the addition of an FOB leaderboard would go a long way, with players getting points on it for activating and supplying the FOB.

I would greatly appreciate any and all input you have aswell as further suggestion.

@Fitz@InfamousNova@Tracuer

Edited by Zombine45
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  • Nova    1779
    49 minutes ago, Zombine45 said:

    Have spawning at the FOB enabled by default

    already on the to do list ;) 

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    Fitz    1239
    1 hour ago, Brodie0296 said:

    Would it be possible to suggest new names for the FOBS? maybe even have a community vote for the names?

    Sure! Make a thread with your suggestion. Then we can vote on the names suggested in it. 

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    Travesty    265
    On 5/21/2017 at 3:03 PM, Fitz said:

    Sure! Make a thread with your suggestion. Then we can vote on the names suggested in it. 

    Inb4 the FOBs are all named after Memes...

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    BridTheAtl    116
    1 hour ago, Travesty said:

    Inb4 the FOBs are all named after Memes...

    FOB Travesty? 

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    Travesty    265
    1 hour ago, BridTheAtl said:

    FOB Travesty? 

    Only if you want pilots crashing there 24/7 :(

     

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    insanD    431
    1 hour ago, Travesty said:

    Only if you want pilots crashing there 24/7 :(

     

    107667228_beech-tree-NEWS-large_trans_Nv

    Be sure to put a lot of trees around that FOB! 

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    Humaine    131

    Hey Zombine45
     
    I also agree that there seems to be no real advantage to activating an FOB, as no one seems to use it. 

    I like the idea of those changes you have suggested with the arsenal crate, medical crate. Maybe couple of arsenal crates to save on congestion of players during resupply, which would make the FOBs more active than they are now.

    I actually like the different trucks for those supplies, but that is just me. But it would make it easier to setup the base, if you didn't have to get 6 trucks/creates to that base. Using supporting AI does help, but they can be ok one day, (following you with no problems) then completely stupid the next. (like I had yesterday, and Auscaliber joined me and helped me out)  But I did manage a single supply run with 5 AI & Me to the FOB the other day. :)

    I also believe that you should be rewarded for setting up the FOB, on the leaderboard. (Being selfish here, as I've become more interested in this (and side missions), then the main AO’s)

    I had some other Ideas:

    • I like the addition of bandit squads attacking the FOB, but can the squads increase depending on the number of players in the area? And can they include AA? That would make it interesting… 
    • Also side missions for logistic runs to the FOB could be something that would be nice to add and we could do. Having enemy squads (with AT and AA) spawn in towns close to or heading to the base would get more players interested in it. 

    Any other players have some ideas too?
     

    Edited by Humaine
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    =S.N.A.F.U.=    92

     

        I think that the main use of FOBS shouldn't be focused so much on the infantry, But Armor. Have a BOBCAT spawn there, so the tankers would be inclined to head out with the knowledge that they can get support for the vehicles. With tanks using these bases more, the smaller vehicles could be spawned here for light troop transport. Not so many that the pilots would be out of a job, but a few for quick dashes, maybe with a slow respawn time so it's not abused. (I guess a ticket system for total spawns there could be implemented as well)

        The idea of logistics runs as side missions would be a blast too. Though the way things stand we'd have to use HEMTT's due to the fact that the slinging on the choppers is broken.

        Another side mission could be simply that with the activation of the base the enemy has been alerted to our presence there & begin a counter offensive, that can range in strength from a few irregulars to a few Kajimans airlifting troops in support to armour, with CAP on station. If the enemy over run the FOB they could set up there themselves with AA to hamper our lads until the threat is dealt with. (hopefully not with just one jet/UCAV bombing it to hell as happens in the current AO's.)

    An Additional use.. M*A*S*H.. Anyone who is downed can be loaded in a vehicle & brought to an active FOB & be revived even without a Medic Present. Whether that be a jeep, APC or heli. A way of encouraging this would be to add the "I'm in pain" yelling/moaning sound to downed soldiers so they can be noticed more & lengthen the time before respawning.

    Edited by =S.N.A.F.U.=
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    Fitz    1239

    Good suggestions. Was hoping for feedback from a few more players though.

    Keep in mind that most of the changes chosen to be implemented are going to be fairly low-priority compared to some other things being worked on at the moment.

    Also, this stuff is all subject to trial & error. I don't know what's going to be the best way to have the FOBs or not unless I try it and players give me feedback. If I don't get feedback on things that are changed, I can only assume there's no issues with it.

     

    On 5/20/2017 at 8:55 PM, Zombine45 said:
    • Have spawning at the FOB enabled by default

    Yes.

    On 5/20/2017 at 8:55 PM, Zombine45 said:
    • Add an arsenal crate and a Huron Medical crate to the FOB

    Probably. Possibly a Medevac HQ instead of Huron medical though.

    On 5/20/2017 at 8:55 PM, Zombine45 said:
    • Change vehicle spawns to: 1x HEMTT medical, 2x Hunter and 1x Offroad

    Yes, or something similar.

    On 5/20/2017 at 8:55 PM, Zombine45 said:
    • To fully set up the FOB, it will only take two trucks, with one additional truck for adding more spawn tickets
    • The first truck will enable player spawning(+25 spawn tickets), vehicle spawns and player ammo and medical services. (This truck would be the already present HEMTT Box)
    • The second will enable vehicle ammo, repair and fuel services. (This truck would be any of the vehicle service trucks (Fuel, Ammo, Repair) or the Bobcat CRV if it's on hand)
    • The third truck will deliver a number of spawn tickets(25 probably) to the FOB each time it is delivered (This truck will be a HEMTT Transport or Medical)

    Yes, needs to be easier to get it up and running. Might not end up working exactly like that, but definitely something similar.

    On 5/20/2017 at 8:55 PM, Zombine45 said:

    Also, to go with these changes i think the addition of an FOB leaderboard would go a long way, with players getting points on it for activating and supplying the FOB.

    On 6/28/2017 at 9:07 AM, Humaine said:

    I also believe that you should be rewarded for setting up the FOB, on the leaderboard.

    Yes, but adding this would be low priority. In the meantime, I think I can add just regular leaderboard (P) score.

    On 6/28/2017 at 9:07 AM, Humaine said:

    I like the addition of bandit squads attacking the FOB, but can the squads increase depending on the number of players in the area? And can they include AA? That would make it interesting… 

    Currently two fire teams can spawn and assault the FOB but they have no AT or AA capabilities. Mainly because it can be annoying/unexpected. Maybe once the FOB is improved, I can change it up a bit, but for now it will stay as is. 

    On 7/18/2017 at 11:46 PM, =S.N.A.F.U.= said:

    FOBS shouldn't be focused so much on the infantry, But Armor. Have a BOBCAT spawn there

    Maybe.

    On 7/18/2017 at 11:46 PM, =S.N.A.F.U.= said:

    Another side mission could be simply that with the activation of the base the enemy has been alerted to our presence there & begin a counter offensive

    This would be good.

    On 7/18/2017 at 11:46 PM, =S.N.A.F.U.= said:

    Anyone who is downed can be loaded in a vehicle & brought to an active FOB & be revived even without a Medic Present.

    I will probably add a Medevac building like the one at main base.

    Edited by Fitz
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    decibel_spl    76

    Perhaps a nice little thing which would make going to the FOB better would be once the FOB is activated, have the typical AI squads and equipment spawn there to make it feel alive. It's kinda weird when you go to the FOB when an AO is right near and there's just no one and nothing there - makes it a bit dead

    Edited by decibel_spl
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    =S.N.A.F.U.=    92

    Another thing I just thought of to make a FOB viable is to maybe have some AI AA there. Whether it's in the form of a cheetah or an AI AA squad. This could create a safety corridor for incoming pilots, and a fallback safe zone for the armor. It would also be good to protect the armor limping back to the fob for repairs & rearm.

    I agree with @decibel_spl that the place is a graveyard. The AA & maybe even a patrol squad (AI) would be cool.

     

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    Dogofwar    36

    I was thinking that you have to activate the FOB for side missions to spawn, even possibly making the FOB a sorta side mission HQ type thing where side missions spawn around it so you can spawn there's instead of base mabey add a little bird or a few hunters for side mission troops to get to the mission , this would stop people activating the FOB for side missions to spawn only for them to kill them self to get back to base to grab the side bird to fly to the mission

     

    also mabey make the available respawn tickets per medical vehicle More, adding a heli that spawns at FOB so pilots can possibly transport troops from FOB to AO

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    Nova    1779
    19 minutes ago, Dogofwar said:

    I was thinking that you have to activate the FOB for side missions to spawn, even possibly making the FOB a sorta side mission HQ type thing where side missions spawn around it so you can spawn

    yea having the FOB as a side mission would be sick. sometimes we do this with zeus.

    20 minutes ago, Dogofwar said:

    a few hunters for side mission troops to get to the mission 

    offroads and boxer trucks do spawn. maybe something like a prowler can spawn too. hunter might be too OP

    21 minutes ago, Dogofwar said:

    also mabey make the available respawn tickets per medical vehicle More

    yes

    21 minutes ago, Dogofwar said:

    adding a heli that spawns at FOB so pilots can possibly transport troops from FOB to AO

    agree with this. a ghosthawk would be good i reckon

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    Granteus    39

    What if when there's lots of players on the pilots at the base don't run to AO but instead one pilot takes players from base to fob and another takes from fob to AO? 

    So if there's 6 pilot slots I forgot how many there are 3 at base doing fob trips and 3 at fob doing ao trips. 

     

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    Nova    1779
    6 hours ago, Granteus said:

    What if when there's lots of players on the pilots at the base don't run to AO but instead one pilot takes players from base to fob and another takes from fob to AO? 

    So if there's 6 pilot slots I forgot how many there are 3 at base doing fob trips and 3 at fob doing ao trips. 

     

    why would you do this tho? why not just go straight to the ao

    the only way this would happen is after an AO you go back to the FOB and rearm

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    Dogofwar    36
    20 hours ago, Dogofwar said:

    I was thinking that you have to activate the FOB for side missions to spawn, even possibly making the FOB a sorta side mission HQ type thing where side missions spawn around it so you can spawn there's instead of base

    I feel this would make a great addition to the server

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    Dogofwar    36
    19 hours ago, InfamousNova said:

    maybe something like a prowler can spawn too. hunter might be too OP

    True hunters are very OP, though I think the idea of armed prowler or armed Quilin, mabey even add a spot at FOBs where you can edit the inventory of vehicles for those side mission teams that really like to kit out

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    I'd like to see a prisoner cage at the FOB. It would be good to encourage prisoner-taking more without it being a hassle to take them all the way back to main. Being able to escort multiple prisoners would be useful too.

    Maybe add extra transport points for pilots hauling prisoners from the FOB to Main. 

     

     

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    Snohman    52

    i would love to see it set up as a bit more of a mash outpost. Main spawn has the ghosthawks and the big aircraft, but activate the fob to get the side mission little bird, some technicals (both the .50 cal and the recoiless) and maybe a hellcat for transport. having it as the drop point for medical evac's and prisoners also seems to  make more sense. the new IDAP tents could help out here aswell.

    I'm not a fan of the "small" fob counter attack idea because i think it will add frustration if you get picked off by one guy after driving a slow tank all the way out there and hopping out for a rearm in what should be a defended base. either add some AI to defend or leave it as somewhere we can assume is safe.  I think a much better way to implement it would be for the FOB's to have a proper defend mission within the normal mission rotation. i think the rush to reinforce it as one mission ends and it begins would be quite fun, especially if the pilots are doing rushed landings, quickropes of parachutes.

     

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