#FOB radio change - non-loss-selfdestruct

1 messages · Page 1 of 1 (latest)

elfin abyss
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When a team Is advancing, and building new advanced FOB's and HAB's, fairly often the old ones gets either left abandoned or players got to return to the radio and dig it down.

What I am suggesting is that the Commander of a team, can when moving away from a radio start a counter on it, that lasts for 20 minutes.
You could make it an "upgrade" that the radio has, which would cost it like 1000 ammo and 1000 build, to make it into something you have to account for.

Put down a regular radio, supply it with ammo, place a specific TECH unit on top of it, dig it up, and it could change the model to one with a lot of explosives on it, with a visual clock?

If the counter is not stopped the radio despawns as if it was dug down by the team, incurring no loss of tickets.

If an enemy finds the radio and digs on it, the counter is stopped and they can incur the radio destruction cost. Alternatively, if the enemy finds it and does not stop the clock by digging, but opts to place an explosive like C4 on it, the explosion should take out the whole radio as the counter would, and incur the cost, without the bleedout stage. This would make engineers/sappers/etc more valuable.

It might give a slightly different sound that the regular chatter nosie, to indicate to people nearby that its "abandoned" or not, depending on how you wish to implement this if you do.

This will enable the players to trigger a FOB to despawn, and no longer need to manually dig it down when advancing.

narrow heart
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Weird cook you just did here bud

hollow pilot
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why not just send one dude to dig it down instead of spending more resources on a self destructing radio

elfin abyss
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Because sometimes thats not a viable strat, and this lets people lean into that.

hollow pilot
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but consider that the average logi can carry 3000 resources, assuming you carry half-half ammo and build youd essentially have to use up to 2/3rds of your resources just to make a self destructing radio, also how would one disable the radio countdown timer besides letting the enemy dig down the radio first?

elfin abyss
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The value was just a number chosen at random, it can be anything.

hollow pilot
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but still, its rather expensive for a self destructing radio

elfin abyss
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You pay the resource IF you want too, for the convenience of not having to return. Its not a mandatory feature

hollow pilot
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ok but then why bother using the feature if its that resource intensive in the first place?

elfin abyss
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Dude, it could be 50 ammo and 50 build, its just a number to be balanced, stop being so weird.

hollow pilot
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but you did make the initial suggestion of 1000 ammo and 1000 build, to in your own words, "make it into something you have to account for", is this feature supposed to be something that needs a lot of resource investment or something minor? That should be clarified in your initial post too

dreamy rain
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Idk why any fob would self-destruct. We already have a way to tear down fobs that works perfectly well.

earnest river
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bruh

leaden trench
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No. If you drop a fob, be responsible and dig it down if you don’t want to use it.

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It is already something you have to account for. It’s 20 tickets, that’s more valuable that 1000 construction and 1000 ammo.

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This is just one of those ideas where this dude likes to fob spam and hates that he loses 60 tickets to 1 dude digging his noob radios down.

elfin abyss