No need to reinvent the wheel - a Vets opinion on SQUADS Meta changes and where its headed.
Taken from the Squad Reddit and originally posted by longtime vet of the community Wehman. Thought I’d share ha Reddit post here for further feedback and discussion.
No need to reinvent the wheel. Project Reality has already fine tuned the most immersive and teamwork oriented Infantry experience on offer due to the very specific gameplay mechanics it has hammered out over the years. These balances specifically encourage each and every player to work as a teammate and to treat each life as important, something FPS games have a difficult time doing, especially in a Public server context. See below:
Rally Point -Need to have 2 squad members close to you. Enemy is further than 50m away on1x1km maps or 125m or 2x2km and 4x4km maps.
-The rally point automatically disappears after 60 seconds unless: It is within 2x large map grid squares of a friendly FOB It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits.
-An enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will disable it. On larger maps it is 600m.
-A rally point rearms every 1 minute. Unless it has become overrun. In which case you need to wait 5 minutes.
FOBS: Forward operating base, also known as a forward outpost serves as a defensive spawn position for the team.
-It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m.
-Requirements and limitations: Must be constructed within 50m of a friendly large supply crate. The team may have a total of 6 forward outposts at the same time. Must be constructed at least 200m from other forward outposts and the team's HQ. Must be constructed at least 10m away from the map border.
- A player loses -1 ticket for being wounded and placed in the wounded or incapacitated state. This further encourages players to take care with their life if they dont want to needlessly lose tickets even if they have a medic or teammate nearby.
- A player loses an additional -1 ticket for giving up when in the wounded state, for a total of -2 tickets for being shot and killed. This very basic change again stems from SQUADS predecessor PR and solves the problem of players not waiting for a revive and taking advantage of their entire bleed out time when incapacitated.
-Maps would obviously need a look at their base ticket values and im sure some slight testing would need to take place to get the right balance, but a change in this direction would further set SQUAD down the right path. Its my humble opinion that the competitive scence that SQUAD currently enjoys would actually approve of and thrive with the changes I've noted above, as planning, teamwork and communication become paramount to success.
These ideas are all taken from SQUAD's predecessor Project Reality and have been fine tuned and proven to promote the best communication and teamwork. The limitions and strengths of FOBS in PR are balanced very specifically by the limitations and strengths of Rally points. The end result is a system that rewards the squad that is most prepared, working together and communicating, whether its defending a location or attacking one.