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Squaddies and Devs,

 

Currently, a FOB needs a HAB for fellow team members to spawn.  As a FOB is being attacked, the HAB timer increases.

 

Would it be a good idea for a well-supplied FOB to have a low or 0 second respawn timer?  So that if a team keeps regular Logistics runs to a FOB, it can be rewarded by faster Respawn and similar team benefits?

 

Thanks for your time!

Edited by ComanderxSniper

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I can see the abuse. All that's gonna do is encourage players to waste tickets in order for an immediate spawn.

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Fair enough, an immediate Respawn may not be so great then.  What about a Respawn timer that doesn’t increase, or lowers to a 10/15 second wait, rather than 30+ seconds?

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2 minutes ago, ComanderxSniper said:

Fair enough, an immediate Respawn may not be so great then.  What about a Respawn timer that doesn’t increase, or lowers to a 10/15 second wait, rather than 30+ seconds?

 

How about:

 

If FOB has 1000 AMMO + 2000 CONS points = Respawn timer does not increase with enemy presence. Even if they're digging (until either HAB has been disabled or FOB completely destroyed) 

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a lot of discussions on these sorts of things already.. .. how about supplying a fob actually supplies spawns? ... so you can actually run out of spawns if you don't keep it supplied .. maximum of 30 spawns available?... then comes down to which fob if more than one on map to supply.. they got rid of automatic cons and ammo on a fob because it made it too easy to build and install defenses in a rush scenario.. although it seems remarkably easy at the moment too.

numerous discussions  in many different threads is how to slow the use of the tickets down ... especially on spawn pts themselves... there is far too much wastage of tickets both through vehicle misuse and not using medics... the only time this will actually stop is to punish the players and squads themselves directly and reward those that are preserving tickets... so longer spawn times.. spawning back at main and not on habs and locking the use of vehicles if your squad gets x no. destroyed... things like that... 

 

 

 

 

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@embecmom In a perfect world, an implementation such as what you're suggesting there would work. In a perfect word every round there will be volunteers to do Logi Runs all round long. In a perfect world, we wouldn't have people disconnecting either intentionally or unintentionally from their respective roles (SL...Logi Runner)

 

But it ain't. 

 

I think any implementation to enhance realism or encourage teamplay needs to meet the lowest common denominator. Hope for the best but expect the worst attitude. What I mean by that is not necessarily force a squad to "ride bitch" so-to-speak and have the entire team's spawning ability in their hands but instead we encourage logi runs (which will yield protection of that FOB as a result) a different way such as my earlier suggestion.

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yea but they already tried your suggestion with having a fob automatically have build points on it when first built and it didn't work... so not perfect world... fact is if it was perfect we would not be discussing this... a logi run is encouraged if you have to supply spawn points, simple... there is nothing you can really do to encourage anyone to do it.. its not like COD where you level up just because you wiped your arse ... or something but it just comes down to a willingness for teamwork... but we would also not need so many tickets and supplies all the time if we punished the waste of tickets... .. protecting a FOB should be done by the players and not because it gets a bonus for being supplied...

Edited by embecmom

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i think all spawns, including rallies, should have a reduced spawn time when teammates squad mates are close to it and a increased time when enemies are close. This encourages people to wait for teammates near spawns resulting in more team play.

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