Adjusting FOB meta
The recent changes to FOBs raises a lot of discussion, so I will also add my piece to it.
Now, the changes to a gameplay that I have noticed are:
- less of making FOBs directly on objectives (imo that's good)
- attacking is rewarded more (imo that's bad)
- way more of steam-rolling (imo that's bad), rounds that ends in like 30-40 mins, with huge difference in score
There might be even more changes, it worked out kinda like intended, but only kinda - as we can see by reading the feedback. What I would like to see personally is a keeping the rounds more unpredictable till the end (so players don't loose morale so quick). Now, there many rounds that you know what would be the outcome just after couple of minutes.
I thought how this FOB meta could be solved, and what I come up is a characteristics of a FOB/radio dependent on a distance to a main base. It could be applied both to overrun and exclusion radius. The maximum overrun radius/layer would be smaller if closer to main, and same would go to exclusion radius. For FOBs that are deep into enemy territory we have all overrun layers and also exclusion radius extended. It could be applied for both or just for one of those characteristics.
This could simulate the ease of reinforcing grounds that are closer to main base, and simulate also that working behind enemy lines require more stealth and tactics. Or simply the fact that radio signal is weaker over a distance - it's a radio for some reason ;]
Reasoning for this:
- it should be harder to steamroll
- FOB hunting would be still viable tactics and rewarding as a defensive tactics
- overall outcome of a round would be dependent on overall player performance, less on lucky initial set-up after couple of minutes
- defence, close to the main, would be tougher
- attacking would be less desirable job to do, as it would be a bit harder
I don't mind making those changes gamebreaking, changing values thus gameplay a lot, but bringing gameplay closer to be somehow balanced, so players won't be loosing morale after like ~20 minutes of a round when steamroll can sometimes began.
Yes - I know some layers have asymmetric flag layouts. But I still claim this would potentially work out, maybe with some tweaks to other factors for balance.
Yes - I know that we can resuplly fobs closer to main easier, and we can build defences, but static assets are actually nothing compared to amount of unproxied fobs the team could spawn on. It's still not a real life.