FOB Overrun Mechanic & Meta Adjustments
I've been playing this game since December 2015 with a silly amount of hours, a few minor adjustments to make the FOB/match meta flow better. At this stage in the game development, I tried to think of adjustments that come down to tweaking variables over creating new mechanics.
1) The Overrun mechanic - original intent of this thing was to prevent the old spawn camping/meat grinder FOBs prior to it's implementation. However, the name of the mechanic doesn't mesh with what it does ..... right now two guys could be hiding on the other side of a wall or on top of a hill from a FOB defended by 10+ people and trigger an "overrun" which is just silly and makes it more necessary to spam the map with backup FOBs
Suggestion: Tweak the overrun mechanic to be on a "net basis" and not a "gross basis" .... basically make it a two factor check to where the enemy has to both outnumber the friendly players in the proximity radius as well as have the total needed for the overrun. It just seems silly right now that two guys could theoretically "overrun" 40 people.
Attacker has 9 players inside the radius.... Defender has 8 players. Overrun Triggered
Attacker has 8 players inside the radius..... Defender has 8 players. No Overrun Triggered
2) HAB Spam economy - This one is simple, the easiest way to reduce FOB spam is to increase the cost of the HAB considerably (hell I'd say 1000 construction)...... right now I can turn the match into a tower defense game and build 6 habs with one logi (silly). IMO, expanding the radius just leads to breaking smaller maps and getting SLs pissed off at each other for building in the wrong place. (If FOBs are buffed marginally via my first suggestion, this can be balanced by making it more difficult to build multiple via supply cost)
3) Pacing - Right now there are complaints about the game being fast paced..... now without tweaking running speed or inducing Michael J Fox levels of sway. Two minor suggestions below:
Increase the re-spawn timers very slightly ... say start with +30 seconds, this will make the battlefield more elastic overall and give wait to winning engagements and add some more perceived value to player lives.
Parkour adjustments - I think everyone is on the same page that the parkour is a bit over the top (pardon the pun). Some simple tweaks could be made here slow it down without rewriting everything......
First make it to where after x amount of time I can't grab a ledge (e.g. jumping between windows on Basra).
Second, if the object being vaulted is above the players head...... slow down the animation considerably and put a sizeable drain on stamina.
Third, just slow down the vaulting animation across the board .... sprinting and timing it right I basically become an Olympic hurdler in game right now.