Better FoBs

Locked
User avatar
RehabBaron
Registered user
Posts: 102
Joined: 01 Jul 2015, 21:09

Better FoBs

Post by RehabBaron » 02 Jul 2015, 01:48

Summary (a quick, 2-3 sentence summary): Sick of bases literally just being tables? Want more diversity? Well this is the product suggestion for you! More diverse base building stuff for marines, such as: barbed wire, deployable barriers (stronger than tables) that can be built with metal (still thinking of other things).

Benefits (How this will benefit the server and game as a whole): FoB doesn't just stand for Fall Out Boy! We need more diverse defenses like all teh aliums do, and it would make the engineer more important, metal more useful, and things more fun.

Details (Description of how you think this would work, the benefits, etc): Make these things cost a lot of metal (balance), and barbed wire can be stepped through while walking (stalking), but if you run in it, you suffer minor damage penalties, and the barriers are basically stronger flipped tables that cost more metal.
Image
Image

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Better FoBs

Post by apophis775 » 02 Jul 2015, 02:10

The FOB, is literally just supposed to be whatever barricades and snaz you can grab.

Your on a rescue mission, not invading baghdad.

User avatar
Mordrehel
Registered user
Posts: 250
Joined: 24 Apr 2015, 15:15

Re: Better FoBs

Post by Mordrehel » 02 Jul 2015, 02:18

You can't give both sides what the other side has... In my opinion its already stilted in the marine's favour, it'd be absolutely nuts to give them something like advanced barriers to stop the aliens.
Image

Credit goes to NobodySpecialzz for this beautiful image

User avatar
RehabBaron
Registered user
Posts: 102
Joined: 01 Jul 2015, 21:09

Re: Better FoBs

Post by RehabBaron » 02 Jul 2015, 03:25

It's a high tech military operation.
Image
Image

User avatar
Allan1234
Donor
Donor
Posts: 583
Joined: 15 Oct 2014, 20:16
Location: Canada, BC, Vernon

Re: Better FoBs

Post by Allan1234 » 02 Jul 2015, 04:38

as apop said, your on a rescue mission not invadeing fucking bagdad, a FOB shouldn't even be set up on that small of a station when you have direct easy accsses back to your ship.

User avatar
MrGabol100
Registered user
Posts: 636
Joined: 06 Jan 2015, 17:12

Re: Better FoBs

Post by MrGabol100 » 02 Jul 2015, 07:30

This is more about the alpha, we discussed that trapper should get all the mines, while engineer gets barbed wire now.

User avatar
UnknownMurder
Registered user
Posts: 2243
Joined: 15 Dec 2014, 08:03
Location: Ascension

Re: Better FoBs

Post by UnknownMurder » 02 Jul 2015, 07:31

Fun Fact....

Oh, trappers aren't going to be included I believe.
SULACO IS A FoB itself. I don't know why people came up with idea to set up (HQ) FoB in Nostromo... Really reminds me of wars.
Image

User avatar
Butterrobber202
Registered user
Posts: 652
Joined: 15 Mar 2015, 22:52
Location: In a Super Secret Nerd Underground Bunker

Re: Better FoBs

Post by Butterrobber202 » 02 Jul 2015, 11:17

Aliens have, Resin Walls. Resin Doors. Resin Membrane.

Marines have. Hidden Doors, Tables, Walls, Girders and Grilles ( Can be shocked)

And Yes we can acid into your walls, but that takes a minute or two.

And YOU guys can BLAST A FUCKING HOLE THROUGH OURS IN UNDER 30 SECONDS!

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Better FoBs

Post by Feweh » 02 Jul 2015, 18:50

UnknownMurder wrote:Fun Fact....

Oh, trappers aren't going to be included I believe.
SULACO IS A FoB itself. I don't know why people came up with idea to set up (HQ) FoB in Nostromo... Really reminds me of wars.


Standard military procedure for long duration missions are to establish a zone/area for resupplying and evacuating wounded.

I'm a firefighter and we do the exact same thing for every incident. You could argue that our FOB is the fire truck itself, yet we will unload supplies from the truck to a area to re-supply ourselves quickly rather than go all the way back to the truck.


You could argue that this is supposed to be a quick rescue mission, but everyone knows it's long duration of the rounds void that.

User avatar
MrGabol100
Registered user
Posts: 636
Joined: 06 Jan 2015, 17:12

Re: Better FoBs

Post by MrGabol100 » 02 Jul 2015, 19:44

Pink wrote:

Standard military procedure for long duration missions are to establish a zone/area for resupplying and evacuating wounded.

I'm a firefighter and we do the exact same thing for every incident. You could argue that our FOB is the fire truck itself, yet we will unload supplies from the truck to a area to re-supply ourselves quickly rather than go all the way back to the truck.


You could argue that this is supposed to be a quick rescue mission, but everyone knows it's long duration of the rounds void that.
Yeah, the thing is, Ok, it's a rescue mission, but when you bring the survivors to the sulaco, Does the round stop? Now, you can't use that argument more, you need a new excuse! Now, the nostromo is a war zone, and the Sulaco is the command HQ, it's guarded by the reserves, the Nostromo designated area is the FOB, and the operative zone to ressuply and bring wounded, but, when someone is heavily wounded, you have to pull him to the real HQ.

I don't know if i'm getting the point, but once the mission stops being a rescue mission, the moment there's a bunch of gibs in the floor, to a search and destroy, the nostromo FOB is really needed.

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Better FoBs

Post by Feweh » 02 Jul 2015, 23:19

I think that's essentially the issue with current FOB's..

Technically you shouldn't be assigning squads to make a FOB right away. The problem is essentially META and knowing the playerbase won't make a FOB if you don't assign them to do it during briefing.

The META part being that everyone knows the actual mission is going to be prolonged and last quite awhile.

FOB's will play a very important part in ALPHA given how large the map is.. it will almost be a necessary thing which I believe does warrant some potential additional though for.

However for Nostro.. no FOB's are fine.

User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: Better FoBs

Post by Sargeantmuffinman » 03 Jul 2015, 17:23

We can make better FOBs...we just need to make it with better engineers or defense experts.

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Better FoBs

Post by apophis775 » 11 Jul 2015, 15:23

In the alpha, you have a VERY NICE building right by the landing point, that you cna fortify, and I've seen some good fobs already.

Denied.

Locked