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View Full Version : Theories of Fortification: Access Control


p0intman
2013-01-24, 12:44 AM
"Achieving the task of controlling access may be considered somewhat difficult if an officer were, for example, assigned the task to control access to a property consisting of acres of land with no fences or physical boundries. Access control could only be achieved by frequent patrols of the protected area, and challenging those unfamiliar persons caught on the property. In this example, those challenges may be the accepted form of access control, with no further control necessary. However, most facilities require additional forms of controlling access, such as waste sites, storage yards and other facilities".
-Best, Colin (The Professional Protection Officer, IFPO 2010 edition, pg 192)

So, thats pretty much taken out of a course book for an entry level law enforcement class that more or less any idiot with spare time could pass with flying colors. So, when I say "This shit is basic"... thats what I mean. It really should be common sense, IMO (of course).


Heres an example from PS2: The Palisade. The facility itself is named after a type of fortification, so adding that on top of it annoys the hell out of me, because in no way is it defensible.

This is what a modern palisade looks like, in case you're wondering:
http://images-en.busytrade.com/173217400/Palisade-Fence.jpg

And heres what the pallisade in PS2 looks like:
http://i.imgur.com/g7JaQz6.jpg
Can you spot the flaws in that? You might be retarded if you can't.

Fine. I'll back up and explain and lay it out for you. There are five viable ground assault approaches to this base. Three by road, and two by offroad, offroad approaches are viable only from the south, as the area to the north drops off onto a cliff. Incidentally, its most vulnerable from the south, as the cliff barrier acts as its own form of a wall to attacks from the north for the most part. Now, as this base is actually a default spawnpoint for people who die in any base nearby, especially the checkpoint to the north, which the road leads to, this base should be defensible in the face of a giant tank push coming up from the checkpoint (or any other base, really). The road through the middle doesn't do it any favors and makes it easier for armor to camp the spawn point and the control point, along with all of the buildings around it.

What should be done about it? How about make it into a frikking palisade and fortify it.

I've gone and drawn in mspaint, where roughly, some walls would do it well. For each "x" there should be an AA or AV turret, gates where necessary along the roads, ofc.

http://i.imgur.com/YTIS7ao.jpg

FFS this is basic stuff.

/endrant

Stanis
2013-01-24, 05:56 AM
It would be interesting to see the Palisade hex but with "The Stronghold" plonked down in the middle of it.

bpostal
2013-01-24, 09:11 AM
I don't mind it as much, as long as the philosophy is to continue to make areas more defensible as time goes on through patches and the reformation of buildings and area flow.
As long as we don't get places like the crown turning into J908

Figment
2013-01-24, 05:50 PM
Too few walls, too far away, tbh. Too large a circumference for the size of the facility. >.>

http://i12.photobucket.com/albums/a240/olordrin/Random%20WHI%20stuff/palisade.jpg

http://image.shutterstock.com/display_pic_with_logo/7381/7381,1284274841,1/stock-photo-the-reconstructed-fortifications-at-dybboel-banke-in-denmark-close-up-wooden-palisades-all-over-60803452.jpg

http://columbiariverimages.com/Images06/fort_vancouver_palisade_bastion_inside_2006.jpg

http://www.dmna.state.ny.us/forts/fortsA_D/gfx_fortsA_D/clydeBlockhouse.jpg

http://www.questconnect.org/images/Russian_block_house.jpg

http://www.fynbostrails.com/images/Bigpictures/Blockhouse.jpg

SeraphC
2013-01-24, 06:05 PM
The reason why it's defences suck in game is that it is belongs to the lowest class of bases (the ones that give 250 cap experience).
Each and every base of that class needs more defences, not just this one. Though I do agree that this is kind of a special case, mostly due to it's location as ideal border base between TR and NC.

p0intman
2013-01-25, 12:04 AM
The reason why it's defences suck in game is that it is belongs to the lowest class of bases (the ones that give 250 cap experience).
Each and every base of that class needs more defences, not just this one. Though I do agree that this is kind of a special case, mostly due to it's location as ideal border base between TR and NC.
i really don't care to log onto my tr alt and analyse every single base for the purposes of making an example of a glaring issue. i do agree though that more bases need more defenses and more walls specifically overall.

DrTool
2013-02-02, 12:05 PM
I cant agree with the OP at all. A Palisade is the most simple form of a fortification - in terms of architecture it would be considered to be a level 1 stronghold facility only. The Palisade allready provides more defensive elements than other outposts of roughly the same size by having turrets to the west and east. A good comparison would be something like Broken Arch Road i.e. with a much more open layout and only buildings.

IMHO the naming of that place is connected to the crown and the surroundings itself - it forms a natural 'palisade' towards northwest and north as well as aginst south by having a very steep hill side there.

christine
2013-10-13, 09:50 AM
I don't thoughts it as much, provided that the viewpoint is to keep places more defensible as time goes on through places and the reformation of structures and place circulation.

capiqu
2013-10-13, 10:39 AM
I agree the maps turn over too fast. A faction could have 50% + of a continents territory and be practically warpgated 40 minuted later.
I would rather have all facilities walled with wide open courtyards like Planetside. This would give us pretty good vehicle battles in the courtyards. Once you take over a courtyard THEN you can leave your vehicle and enter the main buildings to fight your way to the cap point. Can't wait to have those Orbital Strikes.

Phantomdestiny
2013-10-13, 12:14 PM
important tweet https://twitter.com/Arclegger/status/389221682444918784

capiqu
2013-10-13, 03:33 PM
important tweet https://twitter.com/Arclegger/status/389221682444918784


Wow, didn't even know that dual spawn rooms were in the plans. This is music to my ears. Thanks Phantom.

Blynd
2013-10-14, 06:56 AM
+1 to duel spawn rooms and +1 to necroing the thread :D

Rolfski
2013-10-14, 08:47 AM
Jeez, speaking of necroing, this is a threat of 10 months ago :doh:

In case of defensible bases, I prefer them to become only very defendable after players have erected sandbag-like structures that can be destroyed. Otherwise you get boring choke points nobody wants to fight at, like Tech plants at some point.

Dougnifico
2013-10-14, 10:51 PM
http://t1.gstatic.com/images?q=tbn:ANd9GcRBg1ZvYAD-Lgd0Zi3IICN_eGqojGEg7wHYJrd3FNb5nMP0slVF