Denied Add new FOB types

This suggestion has been denied and will not receive development.
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Sep 7, 2022
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What does this suggestion change/add/remove:

This suggestion would add 3 new FOB types to the game that can be made in game. The new FOB types would be:-

-Offensive FOB, this FOB type would allow you to place artillery using the construction kit and allow all of your teammates +10% gun damage and vehicles +5% damage whilst in the fob radius. However you would not be able to place as many structures on the FOB.

-Defensive FOB, this FOB type would allow you to place more structures and would give every teammate in the FOB radius +15% health and vehicles +10% health. However you would not be able to place as much artillery.

-Tactical FOB, this FOB type would reduce the price of all deployable on the tactical tablet by 15-20% whilst you're in the FOBs radius and enemies guns would do -10% and vehicles would do -5% damage whilst they're also in the radius. You will also be able to place more tactical structure such i.e. tank traps, barbed wire etc. However you would not be able to place as many structures and artillery.

Each of these FOBs would have a minimum amount of structures and artillery that is less than the normal FOB has that would increase or decrease depending on the selected FOB type. You would only be able to swap between FOB types if the structure / artillery requirement is met. So for example if you had an Offensive FOB and wanted to change it to a defensive one you would need to remove some artillery to meet the maximum artillery requirement for a defensive FOB before you could swap it.

We would still have the normal FOB which would have the same amount of structures and artillery you can place down it would just have no added benefits like the new FOB types.

These were just some ideas I had, they can be changed around its more about the concept of different FOB types and the ideas listed are examples of what these different FOB types could be

Has something similar been suggested before? If so, why is your suggestion different?:
I'm not sure.

Possible Positives of the suggestion (At least 2):
-Would encourage people to be think more about how they're building up their FOBs and would make FOB building more interesting.
-Could help mitigate FOB spawn camping.

Possible Negatives of the suggestion:
-Could make it more difficult to push FOBs.

Based on the Positives & Negatives, why should this suggestion be accepted:
I don't think anything new has been added or changed about FOB building and adding this would make combat and wars more interesting as it wouldn't just be placing a random FOB down you would need to think about what FOB you need.
 
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-Offensive FOB, this FOB type would allow you to place artillery using the construction kit and allow all of your teammates +10% gun damage and vehicles +5% damage whilst in the fob radius. However you would not be able to place as many structures on the FOB.
-sup, tank regs should get mobile artillery or smthn instead

-Defensive FOB, this FOB type would allow you to place more structures and would give every teammate in the FOB radius +15% health and vehicles +10% health. However you would not be able to place as much artillery.
remove the additional health, instead of more hp for vehicles, just have a constant minor repair and make sure it doesnt stack with repair bay
perhaps a field hospital which heals you when you're near to it? only accessable with this type of fob
also allow only one fob to be a defensive fob, acting as a 'HQ' outside of the standard base

-Tactical FOB, this FOB type would reduce the price of all deployable on the tactical tablet by 15-20% whilst you're in the FOBs radius and enemies guns would do -10% and vehicles would do -5% damage whilst they're also in the radius. You will also be able to place more tactical structure such i.e. tank traps, barbed wire etc. However you would not be able to place as many structures and artillery.
-sup on the tac tab, reduced dmg and reduced vehicle dmg.

instead, this should be split from the conventional FOBs with some few additions:
- can be placed on enemy territory during pre-war
- max 100k strength
- Less concrete wall access (1 5x wall, 2 3x walls, 5 1x walls), with more access to barbed wire, tank traps etc
- FOB could only be spawned on by Spec Ops regiments to give spec ops more unique items
- cannot place KwKs



the current problem with fob building is that it is really boring and takes forever to do when you're by yourself, either make your faction / reg work together more or just make it easier for singular players to build fobs up (e.g more truck supplies)
 
Sep 7, 2022
77
15
71
-sup, tank regs should get mobile artillery or smthn instead


remove the additional health, instead of more hp for vehicles, just have a constant minor repair and make sure it doesnt stack with repair bay
perhaps a field hospital which heals you when you're near to it? only accessable with this type of fob
also allow only one fob to be a defensive fob, acting as a 'HQ' outside of the standard base


-sup on the tac tab, reduced dmg and reduced vehicle dmg.

instead, this should be split from the conventional FOBs with some few additions:
- can be placed on enemy territory during pre-war
- max 100k strength
- Less concrete wall access (1 5x wall, 2 3x walls, 5 1x walls), with more access to barbed wire, tank traps etc
- FOB could only be spawned on by Spec Ops regiments to give spec ops more unique items
- cannot place KwKs



the current problem with fob building is that it is really boring and takes forever to do when you're by yourself, either make your faction / reg work together more or just make it easier for singular players to build fobs up
Like I said under all the different FOBs it's just ideas for how they could work. I'm not propsing that these are how they should work it's just examples. And if a tank doesn't want to get destroyed by an offensive fob it doesn't need to go on it and the balance of what I suggested is while they do more damage the FOB would be really weak and could be destroyed quickly.
 
Last edited:
Aug 28, 2021
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-sup, tank regs should get mobile artillery or smthn instead


remove the additional health, instead of more hp for vehicles, just have a constant minor repair and make sure it doesnt stack with repair bay
perhaps a field hospital which heals you when you're near to it? only accessable with this type of fob
also allow only one fob to be a defensive fob, acting as a 'HQ' outside of the standard base


-sup on the tac tab, reduced dmg and reduced vehicle dmg.

instead, this should be split from the conventional FOBs with some few additions:
- can be placed on enemy territory during pre-war
- max 100k strength
- Less concrete wall access (1 5x wall, 2 3x walls, 5 1x walls), with more access to barbed wire, tank traps etc
- FOB could only be spawned on by Spec Ops regiments to give spec ops more unique items
- cannot place KwKs



the current problem with fob building is that it is really boring and takes forever to do when you're by yourself, either make your faction / reg work together more or just make it easier for singular players to build fobs up (e.g more truck supplies)
D1 Hater

+support
 

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Suggestion Denied



Hi Ben, Your suggestion has been denied.

We have decided this would take too much dev time to be beneficial as it currently stands. We already had to remove parts of reworks because of how the current FOB system works and how akward it is to edit without having to do a full re-work of the system updating it to new versions.

Thank you for taking the time to make a suggestion​
 
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