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Fender Bender
Pain_ELementaL
Posts: 4,547
Registered: ‎06-02-2008

And another suggestion for Baserape Prevention

I've been playing a lot of Ghost Recon Future Soldier lately, and it uses a pretty simple, yet rewarding anti-spawn camp method. 

 

For starters, this can't be exactly cloned, as SH obviously requires you to enter enemy bases at times for certain modes/reasons.  However, in GRFS, there's never a need to be in the enemy base, as none of the modes require you to do so....so you're not able to walk into enemy bases.  BUT, if too may of your teammates get too close, or start shooting a lot of enemies in their base...they have the option to spawn at an "alternate spawn", placing them at a random point in the map (sometimes outside of the enemies base).

 

I like this for a few reasons, with the obvious being that it let's you spawn without a bullet in your head.  It works because it doesn't just cater to the losing team - it lets the winning team decide.  If the winning team decides to back off, the losing team will spawn like normal and have a chance to regroup.  But when people start playing "like starhawk", that's when they compromise the potential of being flanked.  It's like the game's way of saying "Hey, your team is winning...now let the other guys have a chance, or we will give them one - up to you"

 

Obviously you wouldn't be able to have everyone on your team spawn at an alternate spawn in a CTF game on SH, but you could get enough out to start a forward base, or perhaps even a flag grab.

 

Thoughts?

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Grease Monkey
mknwltn
Posts: 281
Registered: ‎06-02-2012

Re: And another suggestion for Baserape Prevention

Sounds terrible.
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Wastelander
Gorbad
Posts: 627
Registered: ‎05-07-2009

Re: And another suggestion for Baserape Prevention

I'd rather have indestructible buildings for 4 seconds after you create one in your main-base, as well as no pod-target and map-marker when you respawn in your main base. These two easy changes will make camping in an enemy main base much harder.
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Fender Bender
Pain_ELementaL
Posts: 4,547
Registered: ‎06-02-2008

Re: And another suggestion for Baserape Prevention

[ Edited ]

mknwltn wrote:
Sounds terrible.

Thanks for your constructive feedback.  I'm guessing you are the alternate account of one of my "haters", who finally got hit by the mods. :smileyvery-happy:

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Fender Bender
Pain_ELementaL
Posts: 4,547
Registered: ‎06-02-2008

Re: And another suggestion for Baserape Prevention


Gorbad wrote:
I'd rather have indestructible buildings for 4 seconds after you create one in your main-base, as well as no pod-target and map-marker when you respawn in your main base. These two easy changes will make camping in an enemy main base much harder.

I've always thought about the idea of removing Pod markers....but then I thought about Zones.   With such a small area to hold, it would really make Zones annoying.

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Splicer
Kolhu
Posts: 71
Registered: ‎03-12-2012

Re: And another suggestion for Baserape Prevention

[ Edited ]

I think the problem is that destroying buildings is so easy. Reducing certain weapons' damage to buildings and/or increasing the amount of damage buildings can take would change the game a lot.

And changing bruiser to damage vehicles only, I use bruiser myself a lot because it's too good to not have. If it only did damage to vehicles it would promote using different skills if you're a trooper.

 

And make the welding torch actually worth picking up. I used it a lot in the beta and I liked it. Now they're constantly damaged and destroyed that it feels pointless repairing them. Even more pointless if there's an A.R.M in the loadout...

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Lombax Warrior
JimmyAlfredo
Posts: 111
Registered: ‎02-12-2010

Re: And another suggestion for Baserape Prevention

[ Edited ]

Should just have a mode where certain base buildings are indestructible.

Bunker, hawk, and car port/sidewinder. Buldings that are in the same place always, placed by the game. Not buildings that you call down.

 

Then at least you could spawn down on the bunker and have  a chance to get some weapons and have some protection.

 

no reason to be against that unless you only get kills by Braping..

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Wastelander
lnsidious1
Posts: 656
Registered: ‎12-10-2011

Re: And another suggestion for Baserape Prevention

Ghost Recon Future Soldier Sucks IMO. Bad Servers, and felt like COD in Third Person. But this can be done if you spawn at the end of your base, guide your pod as far as possible, and build an Outpost.
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Lombax Warrior
TrouzzzerSnake
Posts: 159
Registered: ‎01-30-2010

Re: And another suggestion for Baserape Prevention

A really great idea

 

I always wondered why they never did that :smileyfrustrated:

 

Just a bunker and sidewinder building would be great

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Fender Bender
Pain_ELementaL
Posts: 4,547
Registered: ‎06-02-2008

Re: And another suggestion for Baserape Prevention


lnsidious1 wrote:
Ghost Recon Future Soldier Sucks IMO. Bad Servers, and felt like COD in Third Person. But this can be done if you spawn at the end of your base, guide your pod as far as possible, and build an Outpost.

I like GRFS.  I actually don't compare it to COD at all, as it's very tactical...more like Socom than anything.  Besides the point though :smileytongue:

 

While it does help if people spawn at the outer edges of their base, it still only pushes so far.  The reason I proposed this option, is because it effectively utilizes the whole map...which hardly ever happens with the current setup.

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