Thoughts on recent FOB boundary changes
I get what you are trying to accomplish by changing the FOB exclusion radius from 300m to 400m, but I think it's attempting to the solve the problem in the wrong way. Like you, I'm also tired of seeing a map scattered with FOBs everywhere and people constantly spawning in different spots and not working together. Basically, if I join a server and see FOBs everywhere on the map, I can pretty well tell if that team is going to win or not (taking into account how many vehicles are left on the map, lol.) The FOB spam does need to be brought under control. That being said, I think part of the reason for so much FOB spam is not due to how many you can place on a map, but instead fear of how easy it is for FOB's to get taken down and the cost to put more of them up versus the cost to defend them. FOB's can be taken out so quickly now so you need lots of them to survive a game. As it stands, 2 attackers can proxy a HAB, and poof, it's gone. Search around a bit for a radio placed far away from the HAB and poof, it's gone. Mortar the snot out of it, call in an airstrike, etc. and it's gone. Because it's so easy to take down FOBs, they are basically erected to be spawn/ammo points only and not much else. I remember in the old days when SL's would attempt to superfob a place, but those days are long gone ever since you could climb every wall or obstacle, and ever since mortars and airstrikes became available. You can no longer superfob to protect it any more because OWI has not provided us enough tools to effectively protect a FOB. At this point, it costs so much money to drop razor wire, sandbags, bunkers, and wayyyyy too much shovel time to dig them up, that it's just a waste of time and resources. The build cost would be better spent by dropping a HAB and an ammo crate, loading back up in the truck and moving on to the next spot. 600 build can get you a HAB and an ammo crate OR... it can get you 12 sandbag lines or 12 razor wire lines or a... hesco wall. Now honestly, between those things, which do you think will have the best chance of winning the game; One FOB with a mix of 12 sandbag/razor wire lines, or two FOBs placed on the map, both options totaling 1200 build? One of the things that people have LOVED about squad was BUILDING THINGS. Sadly, building things is just a waste of time any more if you want to win because whatever you build will be destroyed so easily. The way I squad lead right now, at the start of the game I change the ammo/build ratio to 2400 build, 600 ammo, and I set out to build 4 FOBS on a map, and then worry about the ammo re-supply later. That is the BEST use of 3000 total supplies because I then just gave my team 4 spawn points on the map so they an teleport across at any time. I'm really building teleportation tunnels, which I don't think is what OWI really wants for this game?
Long story short, I think the game would be more enjoyable if SLs were given better (and/or cheaper) build items to PROTECT a FOB, thus reducing the incentive to scatter FOBs all over the map. Razor wire should be dirt cheap in terms of cost and shovel build time. I should be able to put up miles of razor wire for the cost of setting up another FOB somewhere else on the map. I should be able to lay down 1/2 mile of sandbags for that same cost. Hesco's should not be as expensive as they are, nor bunkers, nor anything else. Until you make it easier/cheaper to build things to protect a FOB versus the cost to plop down another one somewhere else on the map in case that one gets taken out, you'll just keep getting what you see now, FOB Spam (ie. map teleportation.) And before you say "you just need a squad protecting a FOB then..." blah, blah, blah. Remember that the squad protecting a FOB gets bored with nothing to do unless they are attacked, and "superfobing" provided the activity to keep everyone interested because they liked watching something massive being built, and they liked building out resources that help out the team when they come through (repair stations, bunkers, emplacements, etc.) If you ever want to watch an entire squad's moral get destroyed, watch them superfob for an entire match with literally NO enemy contact until the end, confident they could survive _any_ attack, and then their FOB gets taken out in about 5 minutes by the enemy. That just shouldn't be possible after an entire match of building up the FOB. Your move to allow Fireteam Leads the ability to build was BRILLIANT and I want to see more of this type of thought process. Nurfing the amount of FOBs on the map is a solution to a problem that never should have existed if resolved by better means.