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Showing results for tags 'base'.
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It keeping with the spirit of the philosophy of the game (realistic), I request that if multiple repair stations are allowed at a single FOB that you program a minimum spacing distance between them so as to prevent multiple repair stations from repairing a single vehicle. I've seen as many as three repair stations repairing a single vehicle.
Militia and insurgents need trenches to place in FOB. There's a number of people that play insurgency for super fobbing. It wouldn't be too hard to implement, I think. All I want is a rectangular hole in the ground that can be connected to more at an angle. Zigzagging WW1 trenches would be very fun and immersive. The trench should be 2 sandbag lengths long, 1.5 sandbag deep, and wide enough for two people to pass eachother. To get out, there should be a little ladder on 1 side. Right-clicking with shovel should fill the trench up and remove it. It should not be able to be placed inside buildings. The cost should be around 100-150 points. A foxhole would also be nice.
First i know its Pre-Alpha and every can change and second i haven't access now, so i can only discussion with the puplic media content. If you are close to a enemy FOB, a magical state bar appear in the upper left corner. Isn't it critical ? because you can detect a enemy FOB without vision ... maybe its possible to make the FOB state bar invisible? Is that a placeholder for the overrun and C4 mechanic or do you have any other plans i the future ? btw. the search funktion need min. 4 letter to work so i cant search for FOB sorry for a eventually double post.
Mainfold posted a topic in Feedback & SuggestionsJust got to thinking about the theme of the FOB and general building-objects for Insurgents. It would be cool if the placed objects and barriers for the Insurgents looked more like the "mud hut" walls and such, like the compounds on the current map in Squad. This would give it a more natural feel to it, versus just using big concrete-barriers (even though those are nice on their own). It would fit the environment a lot better and make it blend in to the other compounds of the area, then you could even make it look rather natural on the map, like building a "secret" section on to an already existing compound (that most people wouldn't bat an eye at when going past). In general, it would be really nice if the objects place down were fitting of the maps they were used on, regardless of faction. Like, how a wood-door looks out of place in a urban map, or a concrete block looks out of place in a wooded forest etc I guess this would also apply to items like IED's etc as well, as it wouldn't make a lot of sense to have a mound of desert-sand in the middle of the forests of eastern Europe for instance. It's the same logic as how a soldier wouldn't wear forest-camo in a desert or vice versa.
Sup' lads, With the new modular building system coming up, I just wanted to make sure we've got everything in that we want. I'm pretty sure the devs have thought this through rather well, if so i'd hope to see confirmation of these being added. Distance - I hope that we will be able to change the distance between the object preview and our character. Rotating - Speaks for itself, pretty sure this will be in though. Height - This option depends, ArmA has issues with objects floating 50% above the ground, and being able to change the height rotation etc really helps with putting down structures.in a realistic way. Snapping - Snab an object to another object, the way i'd see it is that every object for exame the simple hesco is a cube, a cube has 6 sides, so maybe put a snap point on the left,front,right,back, and top. Objects like roadblocks will only have an option to snap objects left and right etc. Objects groups - For example the hesco's, putting them down one by can become a little annoying when you're building something big, so maybe have the hesco menu option extend another option that lets you put 3 down in a row at once etc. I have to take a quik break, feel free to add anything that i've missed and let me know what you think.
Can anyone on the Dev side provide some more information or clarity what exactly "player driven objectives and base construction" means? This is clearly being advertized on the http://www.joinsquad.com/ - StevieZee