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Old 2022-05-25, 10:42   #21
Coalz101
Default Re: Lower deployment requirements for defensive deployable structures

Can we get some DEV input on this topic please?
On whether this is in discussion or being implemented or what?
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Old 2022-08-21, 13:06   #22
MOSES!!
Default Re: Lower deployment requirements for defensive deployable structures

Quote:
Originally Posted by InfantryGamer42 View Post
Currently, conventional factions requirements for deployment of defensive deployable structures (foxholes, sandbag-walls and razor wires) are:
  • Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot.
  • 2 large supply crates must be within 200m.
  • A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
  • The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.

Requirements are just set to high for those structures to be used, as most players can see in practice from there general lack in games, because most squad leaders:
  1. have more important structures to build on one FOB if they seek to control area with that FOB
  2. on points where they would most likely use those structures (flags), most SL would never place FOB that is needed for them to deploy those structures, as that is waist of one FOB which would be mostly unspawnable during fight for that flag
  3. if SL seeks to deploy flanking FOB for flag assault, defensive deployable structures are just signs "FOB in area" and they are again left unused

In short, only place where those structures would (and probably should) be used are flags, but SL are pushed by current game requirements and logic to not use them because they do not want to waist FOBs, while in any other situation they are not needed. Without going into there in game stats, first and easiest buff to those structures would be lowering of requirements for there deployment which would hopefully make them more attractive.

My suggestion for rework of those requirements is:
  • Must be placed within 200m of large supply crate and at least 200m away from the team's CO-Post and 50m away from Vehicle Depot.
  • 1 large supply crates must be within 200m.
  • A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m of that large supply crate.
  • The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.

This way, those structures can be deployed relatively easily on places where you really need them (but you don't want FOB in same time), while in same time keeping logistical requirement for there deployment.
This may work but it all comes down to the sl deploying them and the flag objective. all those sandbags and wire have to be maintained by that sq and would be destroyed by the assets with only crates they can't build a tow, aa or hmgs to def it only to request kits like lat, aa or an mg, when the inf gets killed they have to spawn at a fob away from the defenses and move back to the flag on foot/trans. It may work though on an inf focus attack on some flags but not all with the assets attacking with them. they need offensive emplacements covering the point. they gonna need crates on the fob and the flag for the defense at all times

Quote:
Originally Posted by InfantryGamer42 View Post

This is game first, not realism simulator. As such how game works and plays comes before realism.

Second, this suggestion is actually more realistic then what we have currently in game. IRL every soldier with shovel and some logistical supply (which is simulated in suggestion by requirement for 1 large supply crate) can prepare and fortify his position. Need to place 2 crates and then place FOB to then place those structure is extreme complication of IRL process in game, which leads to those structures not being used (and that is before we start talking about there in game stats).
https://www.researchgate.net/publica...n_shooters#pf4
Representational realism is what game developers and publishers usually have in mind when they market their products as ‘realistic’. Subcategories of representational realism include game graphics, sound and the physics engine.

Behavioural realism is related to the interactions between the players and the game world and the effects and consequences of those interactions.
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Last edited by MOSES!!; 2022-08-22 at 21:31..
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