Originally Posted by Rivenshield
Quoted for truth. Part of defensible is *small.* Or at least not so XBAWKS HUEG that even a couple hundred people couldn't man it. If 2/3rds the bases in this game were half the size, I'd be happy.
|
Well I don't think a large number of bases are
too big, more that some require too large of a man and Vehicle-power requirement to be defensible.
For instance, the Amp Station walls are actually MORE effective around those few Bio Labs despite
probably being larger in my opinion, because the less clutter courtyards make it so you don't have to line the tops with Infantry just to screen for Light Assaults.
Meanwhile Amp Stations themselves are probably the best example of how backwards most bases have been designed; Attackers get PLENTY of cover to move up on critical objectives while Defenders have to rush OUT INTO THE OPEN to try and stop them.
I mean, I'm up for giving attackers a good chance of winning, but when one guy can easily give six guard the run around something is
WRONG!
Originally Posted by Rivenshield
A few mega-complexes are fine. But they're the rule, and they're not much fun to attack *or* defend. The most fun I've had in-game is when two armored forces meet, some attrition takes place.... and ex-drivers start showing up as infantry.
|
Eh, this is more of a matter of opinion, as I'd personally find the successful capture or defense of a major complex AWESOME...
...Problem is Bio Labs are the only Major Facility with any sort of defensibility, and they're often overtaken through sheer numbers.
Originally Posted by Rivenshield
Also, let's please do something about the silly invulnerable spawn-harvest boxes set OUTSIDE. Jesus! How about connecting them via hallway to a neighboring building with a gen in it that controls the spawn shield, so we can have actual last stands....
|
Originally Posted by Myself
...I feel we should probably focus on more immediate means of strengthening bases...
...Namely, replacing those deathtrap sardine cans that are small spawn buildings!
Let's face it, they are probably the worst offenders when it comes to camping, offering no real protection against enemy forces while simultaneously being more of a hindrance to defense then an asset.
A couple of days ago, an idea thread on "fortifications" got me thinking about Platoon Leaders having access to deployable Spawn Buildings...
Now the viability of such a concept is debatable, but it did lead me to a small spawn building design that would be a VAST improvement over the current boxes.
It would be a mushroom-shaped structure, a squat tower from which the base can be defended from.
The trunk of the building itself has no entrances, just a set of two spawn tubes, equipment terminals, and a shielded elevator for going to and from the second floor.
The second floor itself would be an octangular arrangement of bastions and machicolations, roofed in such a way that only the outermost lips of the bastions would be open to overhead bombardment.
This would allow the spawn building itself to be used as a defensive hard-point as well as providing defenders four potential sheltered exits down through the machicolations...
...The only downside is that Light Assaults will be the only ones able to get back INTO the spawn after dropping, but this could be partially alleviated by external equipment terminals...
Thoughts?
|
Alamo Mushrooms for the WIN!!!
Personally I no longer mind the removely of SCU's from Outpost anymore since they've added indicators to show enemy activity on the map, but you are right about the "spawn-harvest boxes" bit...
Most of the improved base layouts on Amerish are absolutely destroyed by this, as Air Superiorty can be easily gained and there isn't any overhead cover protecting the spawn-shacks...
...Really,
who those Red-Cross Prefabs would be a GOOD IDEA to use for Military Deployment Bunkers in an FPS with Aircraft?