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Showing results for tags 'irregular vs regular factions'.
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Toastbr0t posted a topic in Feedback & SuggestionsAfter Alpha11's release I read quite a few posts concerning the irregular forces feeling "underpowered" (for a lack of a better term). Kind of agreeig with this, I sat down and had a litle bit of fun trying to come up with something I'd like to believe might give them some sort of edge over regular armies in the way of spawning in/spawn points, that could help them balance out their weaknesses in other areas. "Problem" and stuff I based the following stuff around I feel like the irregular forces do not have much going for them in terms of unique mechanics. They're worse in quite a few aspects when compared to regular factions (weapons/optics, (armoured) vehicles, emplacements) ... which in a way is - Squad going for asymmetrical balance - their intended design. However, I feel like they need some more/different advantages over regular forces, too. Something I came across while lurking on the forums was the idea of giving the Irregulars some sort of "home ground advantage" - something that sounds like quite an interesting concept to me. I believe that this could possibly be done via giving them the ability to place more spawn-points around the map. By being able to do this, irregular forces could find themselves in a position where flanking and "outmanouvering the enemy" becomes a lot easier for them than it is now. (The following is basically a somewhat "modified" version of PR's hideout-system.) The (modified) "Hideout"-system I'm thinking of "hideouts" as an additional structure alongside RallyPoints and FOBs, irregular forces can build that allows spawning in. They are not supposed to replace those two, but enable the irregulars to create additional permanent spawn points without much effort. This could possibly lead to something where it feels like the irregulars "own the map/place" and an attack by them could come from every(well, not every, but quite a few) angle(s). Because they act as spawn points, hideouts would probably also serve as another sort of objective for Regular factions to go after. "Mechanics" I was able to think of trying to make it "balanced" (not that I have any idea about that sort of stuff) Hideouts might represent some sort of hybrid between FOB and RP, as in: Less "demanding" to place than a FOB + HAB but more "powerfull" than a RP, as the entire team can use the hideout as a spawn point - but in turn similarly with only a limited number of spawns available. Hideouts need no supply to be placed (but require more SquadMates/TeamMates in close proximity to the SL trying to set one down than a RP would). They need to be constructed with shovels to become active/spawnable Hideouts only have a limited number of Spawns, similar to RPs. If there's no spawns available, the hideout becomes unspawnable. While there are spawns left, the whole team is able to select it as a spawn point Supply could possibly be used to "refill" the amount of spawns available (maybe in addition to an automatic but SLOW continuous "refill" of x number of spawns per x amount of time) When enemies are nearby, a hideout becomes unspawnable. They can be destroyed quite easily (like a grenade exploding next to it would already destroy it) When destroyed they cost no/less tickets (than a FOB) - it shouldn't hurt too much to lose a hideout ticket-wise Problems this might cause I was able to think of Irregular Forces becoming unbalanced because of too many spawn locations The total number of hideouts should probably be limited. Either based on the size of the map as a hard limit or some sort of "soft cap" like each FOB placed allows the placement of x hideouts around the map Maybe something like marking the location of a hideout on the map for Regular forces automatically after x Irregulars have been killed could be an interesting mechanic as well Possible abusability Based on the "mechanics" suggested above it would be possible to simply deconstruct a hideout that has no spawns left and simply place/build another one that has x number of spawns available again, circumventing the whole "limited spawns"-catch Maybe once built, a hideout can only be destroyed and/or deconstructed ("de-shoveled") by the enemy. So Irregulars are unable to remove a hideout themselves, once it is fully constructed. However, this could lead to frustrations regarding accidentaly/badly placed hideouts. TL;DR: I'm suggesting that it'd be cool if irregular forces would get a new "hideout" structure alongside FOBs and RP that allows them to spawn in. It'd be easier to construct but more limited in use than FOBs. Might enable them to flank/getting around the map easier. No idea if balanced. I hope my I was able to convey what I'm trying to suggest in a somewhat understandable English D: