Foxhole

Foxhole

Outposts & Respawning
While there are more issues that need to be changed. I really wish to focus on my main objection with the current gameplay. Which are the outposts and the spawning mechanics. I have divided the topic into multiple chapters.

1. Outpost issues
While allowing to build additional outposts on the map has certainly improved the game compared to the earliest state, it has created several new issues. The biggest issue is the backstabbing. Walking around the outskirts of the map to blow up an enemy base. While you can build defences, these defences can often be broken quite easily, after all, you need to build defences in 360 degrees, while you only need a small area of space to actually attack over.

In real war there are sabotage missions, groups of soldiers (f.e.x. paratroopers) who drop behind enemy lines to disrupt supplies, capture bridges or take out production facilities. However, they are not able to jump onto something and simply win the war.
The other big issue, is that the entire game is focussed on these outposts. Large parts of the map are hardly used because they have no value to players. Suiciding on an objective is currently effective. Make some grenades, run into the enemy base, start throwing nades around like crazy. Once you’re out, suicide, respawn and repeat

As a main point, you could say that the game is too ‘building-focussed’. 90% of the time you are working out tactics to take down the enemy defences or build up your own defences. I think that this is a system that needs to disappear. Defences should be an ‘aid’ while fighting an opponent, not the main opponent.

2. Spawning issues
The spawning system currently creates several other issues. The first issue is that you are confined to a single spawn point. While I understand the idea behind it, this also severely reduces the tactics you can use. For example I remember a battle where the Wardens were down to a base at F12, while the Colonials had an outpost at Hamlet and at Plaza. That means, great! Attack from 2 sides. However, one outpost is closer to F12 than the other one, so before long, all colonials are forced to spawn at the closest outpost meaning you can no longer put pressure from 2 sides.

Another big issue is that when you have lost most defences, the enemy forces can simply spawncamp the crap out of you. Currently most players are kinda mature meaning it does not happen a lot yet (though it already does) but if this game becomes main-stream, I am 100% certain that players will simply take positions around outposts and do nothing but trying to spawncamp. They might put foxholes or pillboxes around the outpost and make the lives of the spawning group a living hell.

There is 1 issue for attackers as well, when the enemy is down to their last outpost, they only spawn on that outpost, making attacking it almost impossible (except with mortars and such). This makes is a bad situation for both sides (killing defenders is useless because they keep respawning, defenders keep getting killed within seconds are spawning)

3. Capturable areas
There are many different solutions, however I will in this case focus on 1 specific, because I believe it to be the best one.

I think that this game would do much better with ‘zone-capturing’. Towns, factories etc. would become capturable areas for players to fight over. The system should simply be, the team with the most POINTS in the area own the capture zone (these zones should be very large). The word POINTS however is key, since it does not mean the same as player.
The system would look something like this (point height can easily be changed, so don’t look at that too much for now, details can be changed easily):
- Player = 2 points
- Foxhole = 1 point
- Pillbox = 2 points (can only be destroyed by mortars or satchel, no nades)
- Outpost = 20 points (only when powered, see ‘Power lines’) (can only be destroyed by satchels)

There are however some restrictions:
You can NEVER build buildings inside the capture zone of the other faction (if they capture the zone while you still had defences there, the defences will remain there). This means you are always free to build inside your own zones, and in neutral zones (zones that are not part of any capturable area)

Winning conditions: Hold ±80%/90% of the objectives (with the current map, there should be at least 16 zones)


< >
Showing 1-2 of 2 comments
Dondergoddess Sep 25, 2016 @ 4:46am 
4. Main base
The main base can NEVER be destroyed or captured. Enemy faction is not able to enter this area of the map at all. There will be an invisible wall that only allows 1 faction through. Mortars and grenades cannot be thrown into the enemy main base


5. Radio towers (& power lines)
In this scenario, there are 2 different options. The first option, is to let the radio tower have both functions, the other option, is to have both radio towers, and power lines. Power lines would exist out of a buildable towers, that need to be in X-range of one another. In the story below, I will talk with the idea of the 2 different towers, however If the devs feel it is better to only keep the radio towers, simply apply the power-line suggestions on the radio towers
The origin of ‘power’ is in the main base, however with a bigger map there could be more ‘power stations’

5.1 Radio towers
- Outposts will also get the ability of radio towers, meaning you will see enemies when they are close to the outpost
- Radio towers can still be used to spot enemy forces
- Radio towers keep their current spot range
- Radio towers gain ‘transmit range’ which means that the messages they send, can only reach so far. The message will be picked up by other towers, and in the end transmit it to the radio.
- This range should be about 2 times as far as the spot range

This should create a network of radio towers. These towers all communicate among each other and they will be great targets for enemy forces to destroy, since taking out a single link, could destroy the entire network.

5.2 Power lines: Power lines work similar to radio towers, in that they can only forward power, if the next tower is close enough. The distance between power lines should be about the same as the distance between radio towers (transmit range).
Power lines are used to power up:
- Outposts (see spawning mechanics)
- Barracks (see spawning mechanics)
- Radio towers

This will again make sabotaging behind enemy lines very important, since you can disrupt enemy operations, without actually winning the war straight away.

6. Spawning
6.1 Spawn time
The idea behind the current spawning system, is that it would be weird to be in 1 place, and to be in a completely different area 15 seconds later. That is why my first suggestion is the following:
- If you die in the same grid as you spawned + surrounding 8 grids = 15 seconds
- Every grid further + 5 seconds (diagonal +7,5 seconds)

So if you die In J6 and you spawn at J9, you need to wait 15+10=25 seconds
If you die at J6 and you spawn at C20
15+7*7,5+5*7*5= 102,5 seconds
The further you spawn away, the longer the respawn time, meaning that choosing the closest spawn, is most often the best choice.

6.2 Spawn place
There is 1 main condition to everything that is stated below (excluding tent)
A spawn point can only ever function if powered
No power = no spawn

There are 4 places where you can spawn
1. Outpost
2. Barracks
3. tent
Outpost: The outpost can be a vital point in a defence, after all it can only be destroyed with satchels and it gives a lot of points when the enemy tries to capture. Next to that it keeps the ability to spawn soldiers. Therefore, there is little change in the way outposts work. However, I do suggest a raise in price to 850 resources. Outposts should only be placed in the biggest and most important capture zones.

Barracks: The cheaper but also weaker equivalent to the outpost. The barracks is a tent-camp (or a big tent). The barracks adds no points to the defence of an area and has no radio-function. It can be destroyed with mortars, and even grenades. However in return the building is much cheaper, only 300 materials are required. The barracks adds an additional 10 seconds spawn delay

Tent: The tent is a special case, and does not require power lines to function. From the tent you will spawn with nothing more than an ordinary rifle (rather than a pistol). The tent is a personal spawn, and you can only have 1 per player. The tent has a limit of 5 respawns. Once you have respawned 5 times, you are required to build a new tent. The tent cost should however be lowered to only 20 materials.
Siege Camp  [developer] Sep 25, 2016 @ 2:05pm 
Thanks for the suggestions Dondergod. We've read it all and will keep the ideas in mind moving forward.

You raised some solid concerns about the current Outpost and Spawning system. I like the philosophy behind your power line mechanic. We will be experimenting with different solutions in the coming weeks and months. We think this won't be a problem that will be solved overnight.
< >
Showing 1-2 of 2 comments
Per page: 1530 50

Date Posted: Sep 25, 2016 @ 4:46am
Posts: 2