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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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  1. FOB mechanics

    Reading the uprising topic as a game mode suggestion I kinda realized that I'm not discerning the point in that compared to assault and secure, which lead me to conclude that it's more than likely a question of spawn mechanics. I think as things stand there's little in way of command and control other than flanking and bunching together. I've never seen people spread out in bid to crossfire, storm or siege areas. More than anything it's about the way that FOBs work where they will spawn irrespective of what happens in the field other than the spawn que. If it were so that in order to confront FOB you'd have to do little more than to find it and begin spawn camping it than it's more likely that people would see to it that they actually secure the area around it and on opposite scale of balance actually deem it necessery to actualy situate FOB out of harms way on attack since squad on defence is less likely to explore the FOB to which end there will generally be an offensive FOB if previous FOB and terrain allows it (specifically in city based maps). What I'm pointing to is that there's little reason to get sophisticated if current FOB mechanics encourage clusterfuck of COD as apposed to say simulate what "Pentagon" would feel about the situation and thus offer up as relief. If an area around FOB is heavier on enemies or it's really just surrounded by enemies then spawns should be forbidden for another squad say en route from FOB built more like 200/300 meters away instead is actually expected to clear the enemies for it to work again, and counterbalance to that being that you may pretty much spawn instantly as in base if that FOB is rather remote from any enemies. What that does is give you an immidiate sense of what happening as apposed to rellying on your squad lead to trust a stranger to both properly assess situation and convey it with same degree of gravity to then convey it to you. On strategic level it makes it both easier to pull offensive maneuvers on the large maps where your whole squad could spawn immidiately not 300 meters away if they were wiped instead of spreading thin and on defense it makes it that much more rewarding and intense as things really may go sour therefore you'd really not want anyone coming anywhere near the FOB. So if the FOBs begin reflecting the situation on the ground I feel like it's inappropriate to lose tickets for lose of them as they're condusive to that on their own and thus have a more organic motive to protect it or not (the whole lego building thing becomes a bit more in the right order of things, as in squad leaders see less of a need to spend time away from really leading while soldiers are more so affected by what occurs when they don't have appropriate fortifications). I also think that Otherwise if FOBs must have the ticket loss associated with them because you don't wish to make this dynamic overly dramatic, than it should be supplemented by some mechanic that would make the dynamic viable while not discouraging FOB construction. In that same sense rally points should probably encourage mobile warfare where shootout across the 100th of meters are just lame if for example spawning a rally point near any FOB or objective acts as force multipliar thereby making it more so a special power as apposed to a chore for the squad lead in game without vehicles. While it is conducive to COD sort of thing, I feel like it makes it that much more a tactical thing with FOB fullfilling strategic purposes instead of both sharing reponsobilities. It fills it with more purpose and allows squads to disperse more in anticipation that SL will place the rally on any single member on the objective/FOB while letting squad leaders die now and then meanwhile for that same reason they are also usually expected to take point- to determine FOB/rally location of placement- (I'm implying that the 50 meter limitation be removed, have no cooldown penalty). This makes leads to less fragmentation where you wouldn't necesserily wish to spawn on the rally point for the rest of the squad to spawn on FOB (more so closely situated) because it may be easier to spawn on FOB without the timer. This mechanics should lead to players fighting over FOBs as much as objectives with less stress placed on SL and without obligation from soldiers to directly follow them as much as is sometimes the case on the map with storage which is my favorite. Average player will find more meaning behind spawn mechanics possibly more so then objectives thereby making the games more so interactive instead of "we will follow the SL confined by somewhat consistent spawn mechancis aspiring to complete somewhat arbitrary objectives".