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BKB98

New FOB Building mechanic

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Do not know if this has been suggested or not, but here it is.

 

Have a specific kit, some sort of Engineer (Combat Engineer) mandatory to build and deploy CERTAIN assets.

  • More balanced out FOB building mechanics, especially with the new build-able defensive asset that seem VERY powerful
  • More usefulness for Engineer kits besides mines and explosives
  • Not all emplacements should require an Engineer kit, only things like a Hesco Barrier wall/bunker, .50 cal HMGs, TOW System etc. (Heavy Systems ONLY)

What do you guys think? Questions, comments concerns please and thank you

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I think the devs already mentioned that the Engineer will be able to put down special stuff. So I guess your idea is already in there, don't know for sure though.

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There is approximately two to three extra layers to our base mechanic that isn't even implemented yet. 

 

Think RTS style tech. tree, multi-tiered upgrading type system...none of which is in because we want a really solid foundation before we iterate on it. Put it this way, you won't be able to build an HMG nest right from the beginning like you can now. So, much more to be done.

 

Even the insurgents will have a somewhat different base building rules than conventional forces. That will come when we start actually working on asymmetry.

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