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kojent

Construction Suggestions.

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1. Foward Operating Bases, otherwise known as FOBs, currently need to be placed ~400m apart. There's no easy way to tell exactly how far way that is. A distance widget in binoculars could work, or maybe a Mechanic with a big spool of wire that he'd have to drop at 400m when the spool was empty? As a bonus, he could use it to ACME style remotely destroy the FOB. This would be great for groups that try to leap frog their forward operating bases. Or an Electrician Class who had a radio frequency receiver that was rigged to gauge distance from signals, or intercept enemy communications. Heck if I know. There's a lot of neat ways to solve this problem if it's something you all have on the radar and want to solve.

 

2. There is currently a height limit, stack limit or both when building fortifications for forward operating bases. At least on all of the maps besides the one for training. It would be great if we could build one bunker on top of another or if we could build a barrier that's four sandbags tall, or a hesco that's five units tall. I want a four-story bunker. Is that such a crime? Fine, make us buy expensive support beams, then.

 

3. Flooring or ceiling tiles would be great. They would help deflect some damage from explosive ordinance that can be thrown or fired at range. They would also allow us to build multi-story free-standing structures, which is great.

 

4. Offer UI  selections in the Deployables Menu for multiples of a smaller item. For example, if I choose razorwire, make me pay more by selecting three. You can even make them take longer to build. But dropping it into the map with two stakes instead of six stakes bunched together, all pointing different ways, will save friendlies a lot of holes in their uniforms as they go ham with their shovels.

 

5. Offer a proper ladder that can be extended or have other ladders connect to it

 

6. Camouflage netting for both hiding and climbing would be great. Particularly if this was a deployable that could be used to breach enemy compound walls or cover an ammo box.

 

7. Enable items to snap together when placing items in the UI. Alternately, allow the person constructing these items to hold a button down after selecting the deployable they want to build, which will show nearby positions where the object can be built. Maybe even mark them with function key numbers so that the builder can simply hold one button and then press another to get the orientation they'd like. Way less fuss.

 

8. Stairs or ramps. Please.

 

9. Pre-fabricated templates. These could be more expensive and take longer to build, but save teams time as they try to reinforce a forwarding operating base. 

 

10. Digging would be great. Particularly if we can put mines or razor wire where we dig.  Digging pits with spikes at the bottom would be even better, but I don't want to push my luck.

 

11. Shrubs/Branches/Twigs/Trees.  I would pay a lot of Construction Points to be able to rip a few shrubs up and drop them around my radio.

 

12. Let us build in some locations, even without a FOB. Like captureable forts on the outskirts of the maps. This would make the teams coin toss from the start. Is it worth it to run out there from spawn, hope the enemy isn't there and have a well-fortified area or spawn point for the better part of the game, yet at the expense of losing multiple flags?

 

I spent a few hours on a 'Training Server' today and loved how free you are to build there. There's a screenshot floating somewhere around on the interwebz of my half built sandbag serpent, wrapping itself around an antenna in the distance. I'd love to see more of that freedom in the game. There's potential for real reward by investing your time in base building, but there's also real risk that your base will never be seen by the enemy because they've decided to rush through the flags and are now parked  at your main.

 

13. Is everyone happy with the construction point renegeration rate and the pricng on some of the deployables? I feel like the developers should maybe revisit?

 

Also, please don't let us place radios or hideouts under water. That shouldn't work and no one can see anything or anyone under water from above water, anyway.

 

14. Incendiary Grenade the Lawn? It'd be great if we had a way to get the grass shorter or burn a field down.

 

15. Surely we have the technology to tie a ladder to a tree and build a tree post at the top , don't we?

 

Thanks for reading and please let me know what you think.

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13. Is everyone happy with the construction point renegeration rate and the pricng on some of the deployables? I feel like the developers should maybe revisit?

You think cost/regeneration is too expensive/slow or too cheap/fast?

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You think cost/regeneration is too expensive/slow or too cheap/fast?

I think that it should definitely be changed if any of my other suggestions were taken into account. I'd like to see the points queue prior to placing a FOB, or have a higher construction point maximum. You could tie this in as a bonus for having a Worker/Mechanic/Handyman in your squad. He doesn't get a great gun (maybe the Medic 45 Semi-Auto that just came out for one of the factions), but he's got a wrench to build things faster with, his squad generates construction points faster or has a higher construction point maximum and maybe the squad leader can build an extra type of building or something by virtue of having the otherwise bad pick in his group.

 

To be honest, even without making any other changes, making a defensible FOB takes a ton of time and causes you to miss a lot of the action currently. Someone needs to wait for 20+ seconds for you to drop the Ammo Crate if it's requested. Then you can either spend the next ten minutes waiting until you hit 100 and alternating between razorwire and sandbags or you can go find something to shoot at with your squad. After you've repeated that process one or two times, if the enemy hasn't already taken down on your pathetic FOB by then, you can spend your hard earned, currently capped 1000 construction points to build those two Hesco Walls you've been dreaming of. 

 

You could also link construction point generation/maximum to the size of the squad, similar to what you did with roles. This would ensure you didn't have a bunch of three man squads running around building castles in the sky, but a nine man squad ready to hunker down and get some fortifications up could do so much faster.

 

For what it's worth, that isn't very different from how establishing a forward operating base might work in a real world scenario. Being the squad leader with more shovels in his squad means more stuff gets dug.

 

1. Less fortified POSes are camped more often, which frustrates everyone.

2. Less fortified POSes are placed less often as a team with low ticket counts becomes more risk averse.

3. Many squads place POSes in pre-built compounds for a reason. Making even a waist-high perimeter fortification a fraction of the size of a compound takes too long (waiting for the points, hitting it with the shovel, checking for any gaps, getting mowed down as you place the last one, etc.).

4. Fortified or not, many POSes are susceptible to stuff that can be thrown and stuff that comes with backsplash and goes boom.

 

I like to imagine scenarios where it's easy to heavily fortify POSes, build radiuses are a bit larger but are restricted from overlapping with capture zones for objectives, etc. This gets squads off the beaten path in terrain they're unfamliar with because that's where the enemey SuperPOS is and the last time they saw this area they were alt tabbed refreshing Reddit while AutoIt auto-ran them to the next flag. Giving us something that's defensible (maybe even capturable?) particularly if it were randomly generated (or we could keep it random for you) helps with replayability by making the matches less linear. It also rewards leaders for their ingenuity and creativity.

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I would like to see more in place static defences...the ruined abandoned buildings on one map (fools i think) are awesome and really add to the gameplay

 

being able to build castles i feel should stay with the training room or a building simulator I personally don't feel it adds to the game in any way

 

Although a suggestion that I do think warrants mention ...the ability to build fobs within 400m of each other should DOUBLE the cost of each build unit within and the more fobs within 400m the longer the build time .

 

DD

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I would like to see more in place static defences...the ruined abandoned buildings on one map (fools i think) are awesome and really add to the gameplay

 

being able to build castles i feel should stay with the training room or a building simulator I personally don't feel it adds to the game in any way

 

Although a suggestion that I do think warrants mention ...the ability to build fobs within 400m of each other should DOUBLE the cost of each build unit within and the more fobs within 400m the longer the build time .

 

DD

 

 

I'm with you, I don't think castles necessarily have a place. I think that a raised bunker, a trench with barbed wire, or a sandbag more than three stacks high probably does.

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Does the Unreal Engine support terrain deformation? Would it be possible (or is it already) to dig a foxhole and use that dirt to fill sandbags that can then be placed around the perimeter of the foxhole? For ease of use, the construction equivalent of "build a foxhole" that does all this as one package as you work to complete the structure would be perfect.

The intent would, of course, be to have the hole depth plus sandbag height come out to a comfortable height to fire from while standing, but allowing you to be fully protected while crouched. A foxhole would be very good protection against mortar attacks, bombing raids, etc, unlike any above ground structure, if the game will go into that sort of detail.

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13. Is everyone happy with the construction point renegeration rate and the pricng on some of the deployables? I feel like the developers should maybe revisit?

Not sure if youve played PR or not but an actual logistics system is planned for Squad that will most likely change the face of how this specific point works. How drastic the change will be -- unsure. But I have a feeling the regeneration rate at least will eventually be phased out for a player-managed logistical supply-line system.

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As chief architect of the Soviet Tower of Power I support all of these proposals, except for a distance widget for the binoculars. I think that a squad should have way more control over their environment, especially when setting up defences. It would give a squad something to do to actually secure a perimeter. It's perfectly realistic to move some shrubs with an e-tool in the time that it takes to setup a sandbag, assuming equal compression of time in this aspect.


I think in arma where you can flatten grass? would be great for those machine gunners who go prone.

also what is this medic 45 semi-auto you speak of

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