#New types of fortifications

1 messages · Page 1 of 1 (latest)

limber ocean
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Right now in game we have only sandbags, hesco walls, barriers and barbed wire.
Modern militaries also use stuff as: dugouts (foxholes), trenches, czech hedgehogs/dragon teeth.

While the first two - dugholes and trenches, would require some important changes (mainly possibility to deform terrain), the fortifiactions designed to stop vehicles can be easily implemented.

Hesco should get also a smaller variant, like half the size, for example instead of being 2x2x2m (6.56x6.56x6.56ft) it could be 1x1m (3.28x3.28x3.28ft)

It would be also pretty fun to modify how sandbags work - basically vehicles should be able destroy them by ramming into them, that would allow czech hedgehogs/dragon teeth to be implemented and be functional - they would just stop vehicles and provice SOME cover.

In addition to all this, the "snap" option would be great for building, since it would allow for more options while building fortifications.

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Dragon teeth

buoyant merlin
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nice good idea

limber ocean
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potential hesco "bunkers" made with "snap" option

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czech hedgehog

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Also, the building of fortifications in game is kinda goofy, since sometimes you can build on top of other stuff easily, while sometimes you literally can't and need to perform some NASA calculations with your mouse, the snap option would fix it

plain wolf
polar anvil
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basically vehicles should be able destroy them by ramming into them
isnt that the case already? atleast to some degree?

limber ocean
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vehicles just get stuck on them or just stop completely

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like hitting a solid concrete wall

polar anvil
limber ocean
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maybe SOMETIMES they do a little damage to sandbags

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but it's like

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holding destroy button for 1s

worldly geyser
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i think its tied to speed,

worn pagoda
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Vehicles are more likely to clip into the object than destroy it

limber ocean
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Yeah exactly that

worldly geyser
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its funny when you get a smokeing or on fire humvee or tiger and set up a sandbag in front of them and watch them excplode

tribal glade
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could do with a tarp

limber ocean
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epic job

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same with this

worn pagoda
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Goofy. How you feel about class specific buildables Hmmge

limber ocean
tribal glade
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make this a prompt somewhere, make it take like 60 seconds of f holding to build fully

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or add shovel

limber ocean
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Assault = no clue what he could do, maybe just basic ones?
Medic = maybe some kind of medic outpost? Idk how that would work tho, maybe like one huge medic box that heals instantly?
Engineer = maybe some gun emplacements?
Support = maybe the new stuff I proposed?
Recon = shrug

tribal glade
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wdym

limber ocean
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Like dev-prepared presets like the stuff you sent

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Like let's say

tribal glade
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yeh

limber ocean
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change the menu to smth like this:

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First you select material:

  • sandbags
    • some kind of emplacement 1
    • some kind of emplacement 2
    • regular sandbag
    • sandbag with holes to shoot through
  • hesco
    • some kind of emplacement 1
    • some kind of emplacement 2
    • hesco
    • short hesco
    • tall hesco
  • roadblocks
    • czech hedgehogs
    • dragon teeth
  • barriers
    • barrier block
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or this

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but I think it would be one huge pain in the ass for Vil

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so I think it should be more like the stuff I explained

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hm

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I mean, they are fully build already

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yeah, that would work

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on lonovo there are pre-built hesco walls near bridge

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that you can actually destroy

heavy wigeon
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Or well, meaningful damage at least

polar anvil
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am i getting gaslit?

worn pagoda
heavy wigeon
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Im being legit

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To my knowledge ramming cars into sandbags and all does nothing

worldly geyser
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it does do damge

heavy wigeon
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But when it comes to barbed wire it break it completely

worldly geyser
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to both actually

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like one level of damage to a sandbag. and depending on the speed maybe even get your car smoking though that might be coincidence.

heavy wigeon
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It doesnt even do a whole lot clearly

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Never actually seen a sandbag or anythibg legit take visible damage

worldly geyser
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I literally just said one level of damage.

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honestly it feels like if you slam into it at full speed it does the samge damage as a hammer

heavy wigeon
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Hammer deals damage to sandbags?

limber ocean
heavy wigeon
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Not sure what devil means by it does same damage as hammer

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Last i checked neither pick nor hammer deals any damage to sandbags

worldly geyser
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...everythig does, its just fucking slow.

worn pagoda
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my moneys on every hit being 1 building damage regardless of the damage value, but i have no fuckin clue how it actually works LUL

heavy wigeon
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Nah i vividly remember doing it with hammer

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Didnt do shit for a while

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Ik bullets damage buildables

worn pagoda
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I am currently cooking up some class specific buildables SmokeTime

heavy wigeon
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But hammer from my experience never did one point

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And never noticed it for vehicles, but even if they do, like i said it barely makes a dent in em then

past warren
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fox holes would be nice

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and then the pickaxe would have a another purpose

stable ermine
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We do have plans to expand fortification types, like canopy to hide from snipers visibility, etc.

Just at first we need to revisit building system, make it more easy to understand and access to players, and probably rebalance they way how you get points and cost of each fortification.

But currently we have more important problems in game, that need our attention.

worn pagoda
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modCheck Battlebot have mercy upon me.

heavy wigeon
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My god

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Anti recon buildable?

worn pagoda
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Some of these blend the lines between gadget and buildable more so than others. The inclusion of some of these items as buildables is to leverage the squad point system and encourage varied squad based compositions that exist on top of the individual players loadouts. This removes some of the dependency for specific loadouts to be a “team player”, while still maintaining the class based twist.

The are a few large caveats to the buildables that would likely need to be changed prior to any substantial play. The feast or famine nature of squad points and distribution across different modes being the first. In general a player has enough squad points to never run out, or they have 0 due to the mode/map/timing or squad leader actions. The buildable menu and lack of average player interaction also relegates these items to pretty much unused. This leaves us with a final immediate issue of the number of people in a squad. The range of 4-12 player squads mean restrictions per squad/per player can not be as easily and evenly applied.

The current buildable behavior being reverted to pre December changes will move ramps from being useless to having a practical application. The health values listed are intentionally vague or approximations as I lack real damage detail.

Assault

Ramps

  • Limit: Variable # of buildables per assault per squad
  • Durability: Equal to the current concrete barrier
  • Reinforceable: 2x base durability
  • Squad Point Cost: Variable
  • XP/Score Attribution: None
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

Shallow variations for jeeps/tanks to drive up.

Allows for non vaulting/continued movement up terrain.

Provides a tangible benefit to have non engineers in a tank squad.

Absolutely ripe for getting into unintended places on maps.

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Ladders

  • Limit: Variable # of buildables per assault per squad
  • Durability: Equal to half the current concrete barrier
  • Reinforceable: 2x base durability
  • Squad Point Cost: Variable
  • XP/Score Attribution: None
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

Faster than climbing up a normal ladder to give it a trade off over the additional distance a grappling hook offers.

Singular height option.

Will introduce weird new LOS issues in certain areas.

Medic

Bandage Dispenser

  • Limit: 1 per medic per squad
  • Durability: Equal to the current concrete barrier
  • Reinforceable: 1.5x base durability
  • Squad Point Cost: Variable
  • XP/Score Attribution: Small XP per bandage dispensed
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

Limited use bandage refill that anyone can refill off of, up to the class bandage limit.

This buildable would be used to anchor a location and intentionally be slower to move to the front lines due to the amount of healing potential it could provide.

Reduce the number of bandages a medic spawns with to encourage them to build one, inadvertently helping allies

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The Healing station

  • Limit: 1 per medic per squad
  • Durability: Equal to the current concrete barrier
  • Reinforced: 1.5x base durability
  • Squad Point Cost: Variable
  • XP/Score Attribution: Miniscule XP per variable amount of health healed
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

Similar to a dropped medic box any number of players can interact with the box to heal themselves but players will only be able to move/look around while interacting.

Healing would be interrupted immediately upon taking damage, restoring full player agency.

Player must have LOS on the heal station.

Similar to the bandage buildable, healing is meant to be powerful with the proper setup.

Being unable to continually place new healing stations requires coordination with the team to tear down old ones, or more direct planning from the medic.

heavy wigeon
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What in the fuck

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I was gone for 2 minutes how did you whip this out that fast

worn pagoda
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But the process of formatting it for discord SUCKS. So i put it off for like, a few weeks.

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Engineer

Reinforce

  • Limit: 0.5x of the buildable limit in the current squad
  • Durability: Variable modifier based on target buildable
  • Reinforced: No
  • Squad Point Cost: 75% of the target buildables squad point cost
  • XP/Score Attribution: Small xp per buildable reinforced
  • Rebuild behavior: NA

Engineers can reinforce the current squads buildables to increase their durability up to 0.5x the buildables build limit

This would be displayed in the buildable menu as a “x/y buildables reinforced” counter. Having a reinforce limit lower than the buildable cap prevents everything from having increased durability all the time

Not all buildables can be reinforced, the buildables that can be reinforced would have varying levels of health increases.

Reinforcing a buildable increases the health and amount of time it takes for an enemy to unbuild it.

Existing buildable blocks would become reinforceble.

If an engineer leaves the squad the reinforced state is removed. A player could grief a squads points by leaving, rejoining, re-upgrading, then leaving on repeat.

Spawn beacon

  • Limit: 1 per engineer per squad
  • Durability: Equal to the anti-nade trophy
  • Reinforced: Equal to the existing squad leader beacon health
  • Squad Point Cost: Variable
  • XP/Score Attribution: 0.25x “Squadmate spawn on you” XP
  • Rebuild behavior: Placing a new buildable destroys the previous one

The former coveted squad leaders beacon gets put into the hands of engineers making substantially less noise and would be destroyed when the engineer who placed it spawns on it.

Insanely powerful to have an on demand spawn point that could make some maps rough.

Being able to place a new buildable and remove the previous automatically enables engineers to independently actively push forward.

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Support

Armored Sandbag wall

  • Limit: 3 per support per squad
  • Durability: Quarter the health of a jeep
  • Reinforced: No
  • Squad Point Cost: Variable
  • XP/Score Attribution: Small amount of xp awarded on armor break
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

A larger than normal sandbag selection with armor plating on the front and back. Only weapons that deal damage to light armored vehicles would deal damage.

Once the armor plate is broken the wall would behave as a normal sandbag.

The armor can be rebuilt as long as the sandback is not under active fire.

The wall would be slower to build and unbuild even with supports increased build speed.

Heavy Ammo Cabinet

  • Limit: 1 per support per squad, can not be placed within x meters of the capture zone
  • Durability: Equal to the health of an atv
  • Reinforced: No
  • Squad Point Cost: Variable
  • XP/Score Attribution: Miniscule amount of xp provided per restock
  • Rebuild behavior: Building count limited, requires a previous buildable * to be removed

Instead of having to return to base, vehicles and heavy gadget users would refill from a large ammo cabinet.

A vehicle would automatically refill within a certain radius with a valid LOS.

The various ammo type current amounts would display in a floating bar above the cabinet and automatically deplete as vehicles refill, mirroring the ammo box point behavior.

Players refilling heavy gadgets would interact with it via a similar ui to the ammo box.

A vehicle being in range of multiple HACs would not fill any faster than normal, ultimately the cost and amount of ammo that it is allowed to refill will greatly impact the power of this.

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Recon

Retractable climbing rope

  • Limit: 4 per recon per squad
  • Durability: Hesco block
  • Reinforced: No
  • Squad Point Cost: Variable
  • XP/Score Attribution: None
  • Rebuild behavior: Building count limited, requires a previous buildable to be removed

Stealing from the blackhawks rappelling rope, recons would be able to build retractable ropes that reach up to the length of a regular grappling hook.

The rope would be able to be cut but at a much slower rate.

Pulling the rope up would require a short interaction, dropping the rope would be instant.

The rope could be pulled up with allies and enemies alike on it.

Proximity Spotter

  • Limit: 1 per recon per squad
  • Durability: Equal to the anti-nade trophy
  • Reinforced: 2x the anti-nade trophy
  • Squad Point Cost: Variable
  • XP/Score Attribution: 0.5x “spotted” XP bonus
  • Rebuild behavior: Placing a new buildable destroys the previous one

This buildable will automatically spot enemies with a small radius around it while emitting a different and less audible tone than spawn beacons.

Standard 4 second spot duration.

Major downside, its free spotting and no one likes being spotted.

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Ok enjoy reading peepoHappy @heavy wigeon

heavy wigeon
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Oh boy

heavy wigeon
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Well read through the entire thing.
Thoughts:

  • Assault
    There is a chance ladders may be redundant, albeit im unsure due to not knowing their exact height. The ramp would be neat, but i do have question - will the ramps angle/height and wideness be adjustable? Otherwise no issues.
  • Medic
    So both are kinda like my old suggestion https://discord.com/channels/303681520202285057/1199105441167323276 but you seperated the healling and the bandage dispensing into 2 seperate buildables instead of putting it all in a singular gadget.
    Ig i could see the healing station work if either the medic box or the healing station had AOE heals.
  • Engineer
    No complaints here really.
  • Support
    How big would the support cabinet be?
  • Recon
    Both sound neat and all, but like with support, how big and loud would both be?
worn pagoda
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for assault, you could offer a premade selection of buildables of different angels/sizes. I wouldnt go over like maybe 6 unique options or something, too many options and you overload a player while already being a few layers deep in a generally unused mechanic. Ladders could be two stories, but you would climb faster than normal on them.

medic, i forgot that thread existed LUL but yeah its buildables that are really just an extension of the medics current main abilities.

for the support i was thinking just reuse the resupply/repair thing from inside spawns. Might cause confusing if it looks identical because it wont repair.

recon. The retractable rope base would be maybe half of a hesco block with something sticking off for the rope to hang onto. The spotter would need to be vaguely disguised but still noticeable for players, nothing over soldier knee height with some colored markings to set it apart from the landscape. Volume for it would be.. maybe somewhere around half of an allied idling humvee or something to that effect.

polar anvil
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I don't see why engineers should get their own spawn beacons

worn pagoda
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It would be useable by the whole squad. Moving it away from the sl role and turning its sound way the fuck down might make it see more play. The goal is that each classes buildables make you want to have one in your squad

polar anvil
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so a sniper squad also wants to have a support, an engi and an assault? doesnt make much sense to me as why not use the squad lead beacon and balance that

worn pagoda
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If they want to refill drones and ammo at some weird ass place with the hac. Yeh you'd want a support. A recon squad is not role strictied, things that make you want to play as a team is the intent.