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https://www.youtube.com/watch?v=2wy_d4-uQEs
Perhaps having an automated version purchasable for a lot of resources that would have to be gathered first. Then that puts a value on the harvester as something to protect, and also something to hunt down and destroy.
Infiltration deep behind enemy lines to cut off their supplies and such.
Still don't like it, unless it is an augmented CV that still requires an operator to make it happen.
Also assuming that it moves just as slow and can only be upgraded at the HQ TH. (after of course the TH upgrades its tech level to do so.)
Even then I'd want it tried out as an option in those weekly variant wargames first.
Oh, and as an added feature, the vehicle gathers ONLY scrap, sulfur, fuel, and components.
TECHPARTS require a more delicate touch, that of a player with a manual hammer or Sledge.
A example is allowing organized groups of players to 'recruit' engineers and spawn them in the game, these engineers would automatically get to work and build in the scrap yard a large structure, which despawns nearby scraps and spawns them in static points in the structure, then generates scrap over time. Then the AI can function within this structure (which is like a fenced in outpost) and gather scraps and deposit it into a container in the structure for players to grab over time. Players themselves can 'speed' this up if they so choose for instance, by mining it themselves, plus it's much easier to mine since the scraps despawned from weird positioning and spawns in a fixed location piled up in the 'scrap yard' structure.
Enabling players to build a conveyor belt system to deliver goods and even build their own factories and warehouses can expand the 'pve' aspect of gameplay for players who don't feel like shooting each other up, allowing them to strategize and basically set up a 'faction' based economy.
You can use this 'scrap yard' outpost, for many resources too, but not large complex ones like trying to scrap tanks for components, meaning you use it for scrap metal and gas.
These structures could be upgradable by hiring more engineers AI units to work in these structures, each engineer produces 1 unit of resource every 10 seconds, and you can recruit up to 5 to work on each outpost. You can only build 1 outpost at each ideal resource location.
Engineers gathering scraps over time doesn't take away from the pile, in fact it's a passive gain separate to what players gather. You could think of it as them recycling small bits of scraps that players threw away when they mined them out.
And yet it is the scrapper who give a boost to both resources and technology . Bashing the job and try to remove it if you want ,but i think it have such big impact for a small humble role .
Reason? Well I am like those players that Scrap, Refine, Manufacture, Build, Do Logistics, Heal and Revive Team Mates, Fight PvP when Opponent is an immediate threat or Scout, etc etc as per necessity and situation of the ongoing battle.
BUT! When I read what you wrote, "few enjoy peaceful time gathering scrap while reading something"... It has changed my perception now towards scrappers.
I promise from now on I shall never curse any scrapper I come across as I actually want the people with me or against me in Foxhole to enjoy themselves most of all)
You have opened my eyes) I thank you Good Sir :)
Why not add a structure that decreases the respawn time of scrap to a point that you allways have scrap if only 1 player is farming constantly.
Could be locked behind tech parts.
Also classes ( i belive it was requested a long time ago)
A scrapper class that has an increased yield of scrap per hit. But that could also be done with the sledge hammer.
Adding a "Hardent sledge" option for research that make the sledge hammer gather X% more scrap per node. ( alternative give X% of the nodes scrap as bonus at the end.)
While it would not have any impact in the early game , it would make less people needed to keep the faction up and running in the later game and theses few scrappers could be rotated far more easy.
Classes.
YUCK!
I've found one of the strengths of this game is that you are NOT locked into stereotypes.
You can be anything you want, at any time.
With classes, you are forced into a role till you respawn, at a minimum.
I like the freedom of changing your role as you see fit, when you see fit.
Classes are however not needet to be locked. Just select a "class" in a menu you can acces everywhere and your uniform icon changes.
I dont want classes to lock people from doing something but giving people who are dedicated at it a bonus.
It would also make the battlefield more readeble for allies if you saw a little icon on each player giving hints of the role he currently presums.
No more having 20 medics on the front that dont even know until 1 guy is down.
Personally, I think that any bonus specialized uniforms should give should allow for some degree of specialization without it being so strong that anyone non-dedicated in a role being phased out as obsolete.
I think we already saw an example of this with the radio backpack.
That reads to me more like wanting anywhere, anytime custom 'skins' with insta bonuses than a 'class' description.
Or maybe if scrappers performed some organisational role, like separating different types of scrap (which in turn made them useful).