Content Suggestion [Small Map Change] Remove the Indestructible Windows from Surface Towers

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Jul 30, 2022
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What does this suggestion change/add/remove:
This post suggests the removal of the indestructible windows from the two towers in Foundation Surface Base; preventing it's usage to get easy kills across surface.

Has something similar been suggested before? If so, why is your suggestion different?:
It is most likely that some people have previously made a similar suggestions regarding that the towers to be 100% removed, which I think is a bit too extreme. The towers do (and should) serve as a decent buffer against any CI that gets too close, but it shouldn't give an indestructible see-through advantage to the users, especially with how far it can see. I believe that the unique solution of removing the indestructible windows has not yet been suggested.

TO NOTE: This video should show an example of the current usage of these windows in towers, and how much of an insane advantage it gives to any user (such as me) to snipe across the map and fend off entire CI groups.


Possible Positives of the suggestion (At least 2):
This may make surface combat just slightly more tolerable and fair for both sides, albeit it does handicap Foundation a decent amount. It will at the very least prevent the one-sided use of these windows during combat.

This will also HOPEFULLY encourage SOPs to properly roam, and not rely on the towers to pick off CI all the way from the Lakehouse Area without some sort of ability for CI to easily fight back if they do get shot from these towers.


Possible Negatives of the suggestion:
This is definitely something that only provides an advantage to CI/GOC, and gives very little benefits to Foundation. This WILL draw criticism from Nu-7 and DEA players, since these towers do actually help with preventing spawncamping from CI. However, I believe this small change can at least remove the abusable aspects of the towers, while personnel can still use them to fend off any CI too close to our base.

Given the recent suggestions revolving around Nu-7 (and most of them being denied), this will be an extremely unpleasant change for them if this gets approved, and may feel targeted towards them. I do feel sorry for how much Nu-7 wants some improvements, while I try to kneecap them with the technical nerf of the twin towers. However, I ask Nu-7 mains to understand that this suggestion is not entirely directed at them, and to keep the context of other Nu-7 suggestions being denied separate from this suggestion. Please note that I am the Director of DEA as I am writing this, so I do also have a stake in Surface Operations/Combat. I do believe that this suggestion should at least help slightly improve surface gameplay for both CI and Foundation.

The nerfing of the towers may cause more spawncamping from CI. This is a reasonable expectation, but server rules regarding spawnkilling should at least give Foundation a reasonable opportunity to fight back against any potential spawncamping, especially if they're close enough to be seen from inside courtyard/gates area. In addition, SOPs will still have one opportunity to shoot out from towers before getting shot back, which I think is still a significant advantage, especially with how much of the surface they cover.

Based on the Positives & Negatives, why should this suggestion be accepted:
As it stands, it is far too easy to abuse these towers to gain a significant advantage over combatting CI, even when they're not spawncamping (You can tell in the video I can easily shoot MUCH farther out than reasonable), and although this might be unfair for Foundation, I still do think that this suggestion will benefit everyone in the long run, and should overall improve surface combat health in the future. However, at the same time, I will not be surprised if this suggestion gets denied, as there are many variables at play for making such small changes in the name of "balance". I only request that developers at least consider the option, and hope to hear further feedback soon.
 
This discourse is wild imo - While I agree that Foundation should have advantage in their own base on surface, the windows are clearly providing an unfair advantage that is not in the correct gameplay spirit.

As a result, I would say leaving it as is for now is unfortunately probably the best course of action for balance purposes, but tbh a major revision of compound as a whole is due - Definitely not a priority, though.

This won't be accepted, but I think what is presented by this discussion should and probably will definitely be taken into account in the far-flung eventuality that this part of the map gets looked at.

+/- Neutral
 
Jan 6, 2023
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the windows are clearly providing an unfair advantage that is not in the correct gameplay spirit.
balance purposes
are we forgetting that the foundation is a powerhouse and the main focus of the gameplay loop

goc and ci are subfactions that are for a change of pace when youre bored of the foundation

the foundation should have unfair advantages as it is and will remain the main faction on the server
 
are we forgetting that the foundation is a powerhouse and the main focus of the gameplay loop

goc and ci are subfactions that are for a change of pace when youre bored of the foundation

the foundation should have unfair advantages as it is and will remain the main faction on the server
I agree that Foundation should have advantage in their own base on surface
I don't disagree. My point is that is kinda feels exploity and not within the spirit of what is intended here; I said that it should and will likely stay until a suitable replacement that maintains said advantage without being so... I guess, wrong?

Like, it does not make sense in a firefight to hide behind a literal window. And it's not good to potentially cultivate any kind of habit or expectation in the playerbase.

All the time regardless of if it's a roleplay thing or a combat thing (especially if it's a combat thing since issues felt there resonate the most with the playerbase, as it heavily lists toward combative gameplay), we complain about "Why is X like that when it doesn't make sense, it's stupid." The only difference here is that this specific thing is correctly balanced and the effects promote the desired balance. Because of that, despite the fact that, again, you are hiding behind an indestructible window, in a firefight, the ends justify the means for the time being.

I would also not mind if this were contextually explained with some kind of event where maintenance is performed on these anomalously bulletproof windows.
 
Jan 6, 2023
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Like, it does not make sense in a firefight to hide behind a literal window. And it's not good to potentially cultivate any kind of habit or expectation in the playerbase.
the playerbase itself is already made out of people that beat their meat according to who got the better k/d out of all of them
Like, it does not make sense in a firefight to hide behind a literal window
in character? No, but since when have we made changes in favor of in character logic
Because of that, despite the fact that, again, you are hiding behind an indestructible window, in a firefight, the ends justify the means for the time being.

I would also not mind if this were contextually explained with some kind of event where maintenance is performed on these anomalously bulletproof windows.
6277b8c16b2356858d4c82b8da9a2bb2.png


when one window dont work, use two window

when two window dont work, use four and so forth
 
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it's a highly Funded Compound that knows they have an enemy literally 20 feet away from them.. why would they not have bullet proof glass. This just seems like you want to take pot shots at Nu-7 and get free kills.

it ultimately makes the tower useless as you'd essentially have no cover besides crouching behind the Walls, and your in a high up easily shootable area
 
Jul 30, 2022
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I feel like I already addressed most people's concerns in the "Possible Negatives" Section. Like I said already, please keep the discourse regarding Nu-7 nerfs/denial of buffs from this suggestion; this is in no way to directly nerf Nu-7. I only request a way to prevent abuse of the towers (As seen in the footage attached to original thread).

I'm going to stay away from any "realistic" perspective, because trying to argue realism in this game is a big can of worms. If we really wanna argue realism, why are the surface gate fences bulletproof? Why are there crates appear all across surface that give fresh food? Why do civilians not realistically report the hume bubbles on surface/Class A Amnestics they find on surface? This suggestion, like many other aspects of the game, is not going to be based on realism, but rather for the sake of balancing/preventing abuse.

[Snip]

it ultimately makes the tower useless as you'd essentially have no cover besides crouching behind the Walls, and your in a high up easily shootable area

I'm not sure if this is intentional, but you're contradicting yourself there. You can still hide behind the walls/inside tower, which makes the towers still viable. In addition (like I said in the original post), Anyone who uses the tower are still covered by the "No Spawnkilling" rule (Exception is obviously when you shoot out). This still makes towers useful to handle most combat situations, I don't see how this one tiny change will "ultimately" make towers useless.

just.. walk around the tower so they don’t have cover?

It would take 20 seconds for CI to flank around tower VS 2 seconds for Nu-7/DEA to walk behind a different wall. In those towers in their current state, you will ALWAYS have cover. The inside of the tower also provide 270 degree protection, alongside the ability to see outwards to lakehouse without any repercussion. With that, I believe walking around tower is NOT a 100% viable strategy.
 
It's not entirely unfair that SOP forces have an advantage near their base, as it discourages base camping and makes red-zone violations much easier to punish. What could be changed is the oppressiveness of the sightline; a 360 degree view with little to no way for raiding parties to take you out before you alert the rest of the facility of a raid. An early warning system, a giant funnel from garage to lobby to EZ, and 3 regimental spawns in between has made the abuse of the towers a hard raid counter with low-effort and low-risk.