One of the main problems that makes partisans kind of OP is the fact that one guy with a wrench can destroy SHTs, BTs and trains just by jumping into them and let the AI defenses destroy the vehicle. That needs to be adressed.
I think disguises can work as i have the spy idea but yeah full video will have to be saved for it as it would be complex. If you need it i had a basic idea of spys in my Hanged men faction document which if you want to use it as some form of baseline im more then happy to share it here. Spys: version for both sides basic soldier outfit, letting them blend in and act like there on that side, but can’t use the factions chats other then region and local and will also make that factions players see them as an “ally”, if they are found out and killed no penalties are leveled vs the player who killed them. Role: The spy can act like a faction and gain intel by making others think they are an ally, being useful to find out about incoming supply convoys, trucks or battle groups (clans) Also the Goolge document link to prove this is from my Documents infantry, outfits, specialist area. also other outfits and ideas that if you want to take it and use it go ahead, all that i ask is you Credit me if you do only a light amount of modifying as this document took a good bit to make. docs.google.com/document/d/1KmuayLup2xFp3mZoUnYtZDoAeJuuCBcrvW1qaaiWctk/edit?usp=sharing Spys could be a every interesting thing to see with in the game with some form of underground like the Document but im a bit to hopeful for it. Also i would like to see some form of Officer outfit Rework or changes to make them even semi-worth it outside of PURE Roleplay. As a side note the Hanged men faction could also reshape the frontlines if you combo this faction document with a change with more unowned starting area's as it would shape the frontline and backline to be more special, also they could act as a primer if the Devs or the player base on mass wants a 3rd faction and or underground warfare.
@@commissar_viktor but wouldn't that cause a lot of team kills on suspected spys. New players already have had issue with people thinking they're on an alt and kilingl them because they aren't doing stuff that makes much sense, with spys that will just be turned up to 11. What about logi wouldn't it be kind of easy to get away with pretending to do logi for the other team but just dumping everything in a bush instead of delivering it, all you would need is to not be seen when dumping it and no one would suspect a thing almost ever
@@bla_bla500 if it seems to good over time we can find ways to nerf it or make it look slightly diff then the outfits. This was a basic idea for Spys mainly because as Bear said this is a Complex thing to do and would most likely end up needing testing so we truely know or a MASSIVE amount of theory crafting to the point it would be hours of just ideas on this one simple thing, and this was apart of my Hanged men document which took me about a Week to make so time was not on my side. (Longest a Google document ever took for me to make)
I have a concern about detonating supplies, and that's it would be a vulnerability for both the losing and winning sides. Except the winning side is in a better position to exploit it. If a battlefield is lost and the defenders are trying to reorganise, they won't want to have to allocate manpower to protecting supply storage and praying enemy artillery doesn't know where the supplies are instead of a more productive task. In summary, detonating supplies will be less of a partisan activity and more of an accelerant of a steamrolling in general.
It might even be worth it to make special 'Partisan' uniforms. The current one is best suited for scouting and recon, good for getting intel or being a spotter for a nuke or artillery. A second uniform could be good for demolitions- Think sapper gear or the grenadier baldric, except more focused on alligator charges, hydras, and havocs. Maybe reduce the setup and detonation time, maybe reduce the encumbrance for quicker movement. The third one is the 'Guerilla' uniform. Allows for reduced encumbrance of rifles, SMGs, and their associated ammo, and a special feature- self healing. The last one has low pack slots, since a Guerilla is expected to travel light and make do with what they find.
Targeting fuel supplies instead of tanks has been seen historically in many wars where an occupied people wanted to fight an occupying force (think Polish and French resistance circa WWII). Seeing partisans on a losing team get an advantage by blowing up munition stores and fuel depots sounds like it would make for a good resistance story.
The winning side can also do this though, a winning attack would force the losing side to divert materials and manpower to building a new protected storage location and defences to go with it. They would almost certainly have better things to be doing than baby sitting a supply point in the meantime. It's a vulnerability for both sides and one is already starting with an advantage, it's a nice fantasy but unless builders construct a protected depot at every possible fallback location, which would make the new mechanic redundant, it's just introducing an exploit that will ultimately annoy the playerbase.
I think it's time the player base finally overcomes the "trench grind" with effective, sustained offensive operations. When that happens -- map gets bigger...creates more neutral territory. However, is that level of coordination actually even doable??
@@NoNameAtAll2 I would argue further -- there needs to be enough coordination across multiple DAYS. Generally -- an attack sputters out after 6 to 12 hours because players drop off (for RL reasons). Keeping an offensive force operational and moving forward for multiple days seems not be achievable yet.
Not so keen on the shells exploding thing... but i like the fuel idea. We should be able to start small fires with a diesel can, and if you cook a roadside fuel canister long enough it should blow. Imagine you pull a few diesel out of a canister and start a fire under it, and once its about to blow you can shoot it and set it off taking out a logi truck passing by, and whatever else nearby. I wish facilities were more centralized. Imagine making a facility all about making electricity and providing it to many facilities around you(maybe even in neighboring regions too). Maybe the more power producing buildings on the same foundation provides a stacking buff, and with enough stacking it becomes a very good idea for the faction. This larger power grid would then be worth attacking and defending. Then do the same for pipelines, I want pipelines and powergrids to be expansive, centralized for efficiency, cross great distances to serve many facilities, and be a major aspect to partisan style gameplay. Taking out pipelines and powerlines is critically underutilized right now and would make a HUGE change to the game.
Have the encampment be cheaper and built by players with hammers instead of a construction vehicle. That will be the guerrilla base but on the flipside it will be flimsy. It's a tent after all. Add in camo netting to the game. For a small price of bmats, small fortifications (including foxholes) and some structures (like the encampment) will have the same intel detection reduction benefits as the scout uniform on the map while being difficult to spot outside of it. The idea comes from building rifle garrisons in the tall grass except in this case it won't be limited to just one building and one terrain feature. You could see the camoed structure if you're paying attention. Have the Molotov's be very cheap on bmats and fuel to make. Toss it to create a small puddle of fire. Bring friends to create a structure destroying firestorm by volume of fire. They're nonstackable like regular grenades unless you're wearing the grenadier uniform. Add in a commando uniform. It has the same intel reduction benefit as the scout uniform except you can stack more 9mm and 7.92 clips. As well as reducing the encumbrance of SMG's, assault rifles, 9mm, 7.92 Alligator charges, and Havoc charges and detonators. Make the Alligator charge do more damage and have an adjustable timer to it. It is functionally worthless as it is and if it won't be the handheld demo charge it's supposed to be, then it should be removed instead of taking space. Have the Havoc detonator be a wired plunger detonator instead. It makes it less of a pain in the arse to deal with. Implement POW camps. Unlike a hospital tent where you submit friendly and enemy critically woundedfor shirts; only enemy critically wounded can be submitted to a POW camp for intel. That intel will reveal a snap shot on the map of where the nearly dead enemy had been before... interrogation. This might not mean much on the frontline but if partisans were submitted, your side gets to see where they had been previously. Assuming a critically wounded body was left behind. Add in a sidegrade to watchtowers called sentry towers. Think of a rifle or machine gun garrison but taller. Sentry towers do not gather intel as a trade off but they would be a nice addition to a walled base's defenses by shooting intruders from a slightly greater distance than garrisons. The sentry towers have greater elevation after all. Get rid of the brodie helmet from the Colonial Scout uniform. It doesn't look right.
I feel like they do need a special partisan update, maybe something like a ghillie suit that is well camouflaged with the respective environment (when the players are prone, the suit will match a predefined color in their biome) it would be invisible to AI when in prone and difficult for players to spot. Additionally, I’d like to see a way to render roads unusable (craters, actually be able to dig on them). Finally tampering with ammo. In the Vietnam war, American special forces placed malfunctioning ammo in VC stockpiles, the ammo would explode and injure its user. I think this would be fun to see in foxhole, when used, a random round in the magazine would destroy the gun and cause bleeding for its user when fired.
7:47 I don’t know if this is good enough but here it goes: Havocs are large items, that means they are a PAIN IN LE ARSE to transport, at least in my experience if you are sneaking behind enemy lines you have at the very most a truck to store things and even then if every slot is a havoc it takes a long time to set everything up and every second you waste is time for a tank to pull up and ruin your plans. TLDR; The transportation downsides make up for their power, yes lowpop attacks would be an issue but A. I see that as a general game wide issue and I have no clue what to do about it and B. Having a reliable way to destroy heavy buildings without chucking a million 250mm tanks at it would be nice
The of husks are scrap resources nodes and movable cover + integration with facilities so husk would be easier way to produce vehicles the vehicle the said husk represents. Either it's a battle tank or a truck.
Or just made tank recover veicle to repair armor or repair tank from husk. Also maybe add module and armor replacement in a special player-made building "repair station" in exchange to time, resource and electricity.
I did post a building update in the threads that probably got buried, but part of it was the introduction of 'Garrison Ammo Supplies' that would be necessary for the AI to keep firing, but would also allowed the AI to be buffed. I don't like how devs currently balance the game as either favoring one section of the population or the other, and would rather instead do something like this so both builders and partisans can be happy. The bunker AI is pretty lame, to the point where I actually consider walls, trenches, dragon's teeth, and pillboxes superior when protecting facilities. I've seen too many partisan videos where bunkers are simply driven by easily due to the limited firing arch of the AT garrisons, and the low density of fire due to the size of bunker garrisons.
the grabing intel on dead bodies is a great idea, but instead of dead bodies, make it, "criticaly wounded soldiers" cuz grabing intel from a dead person makes less sense than grabing intel from a "criticaly wounded soldier" since its not dead. but alive. or from downed soldiers, so people either chose to wait for medic or give up to not give intel
The fundamental problem with partisan is a lack of targets. Experienced partisans have no reason to give up their route, 2 hour border running for a logi truck. This combined with 5x eco and unlimited building has created situations where the entire backline hex is on intel. This means the only partisan attacks that can be carried out are from extremely talented and knowledgeable people who will again, not waste their time with anything less than a battle tank. I'll most likely make my own video from my perspective as someone who has been playing partisan both pre and post 1.0 I do like these ideas though, however, it misses the larger points of what the actual concerns around partisan gameplay entails.
@@tangotangerine8535 thats fair, though the challenge is not pissing of the builders. giving partisans more tools will at least give them more chances to hit what few targets are prime for them right now so i do agree with your overall sentiment.
@@ISawABear I don't think it is possible for the game to have a gameplay loop that specifically is to disrupt their gameplay loop and destroy their effort. I think if you want to help builders / facility man, the best way would be to punish overbuilding, and further encourage the concentration of facilities. For instance, if there was a new power pole type, that could carry 300MW, longer range and used pcons, this structure would allow central / cross hex power generation. This would give partisans another target, but also mean that facility man does not have to build their own power generation. This is just one example I can think of.
@@tangotangerine8535 I said something similar to this. I want powerlines and pipelines to be crossing huge distances so partisans (that aren't hugely experienced) can have a clear target to go after. Repairing these lines would be a hassle but it would be worth it overall, as long as facility man is properly incentivised to build this network of pipes and power lines. What would you change to make facilities want to get their power form another facility tho... It would probably mean nerfing the hell out of diesel power plants, and reducing the flow rate through pipes unless you have a huge facility with much stronger pumps to get the goods flowing through them at a good enough speed. Going after power lines, pipes, transformer stations, and liquid transfer stations, would be an amazing start (maybe LTSs would be needed every now and then along the pipe network to boost the flow speed)
Partisanship has great potential. I didn't know about micro-spawn points, but it reminded me of the regions in the occupied Soviet lands, where huge territories in the rear were controlled by partisans. It could be a new type of gameplay where you need to actively search for hidden spawn points to root out the guerrillas.
Would be nice to have Frogmen uniform and a oxygen tank that goes in the backpack slot. The uniform would have only 3 inventory slots and high encumbrance on land but when on water would have low emcumbrance and allow the player to last far longer swimming Also in the same note they could add a Limpet mine that would act like satchel chargrs but underwater, if planted on large ships would cause holes to appear on the bottom and if planted on small watercraft would just cause damage Edit note: The back tank would eventually run out of oxygen and you would only be able to survive longer in water with the uniform AND the oxygen tank, otherwise you would drown as normal
Because you talk about how suggestions feel/fit into game; Its my first war, I thought that there would be more neutral territory at the start of a war.
I also think some kind of "river boat" which would be a small, Rmat cost ship with a limited number of spawn slots (8?) and the ability to build "inflatable rafts" (like landing ship it decays, but it would have the same capacity as a speed boat). This would make it easier to do hit and run offshore partisan work, while giving something for gunboats to chase after late game.
pallets of shells are destroyed in flatbed but indeed, there's still this illogical exception that lighter shells in crates such as 30mm or rpg shells will be let as vehicle storage on the ground
since facilities can be rebuilt from husks now, how about a less destructive way for partisans to hinder facility players? if they can sneak into a facility and wrench a building it will sabotage it. when its sabotaged it cannot function for a day or 2 and you cannot take out its contents and sabotaging will reset vehicle pad progress that way partisans can be a threat without builders wanting to quit playing if they return to their facility destroyed
TLDR: Bear's guide on how to make the logistics men quit/go on strike faster than the speed of light. We have to put up with the devman's madness already, let's shaft us even harder.
Think these ideas are valid, or perhaps you'd change the implementation somehow, let me know im curious to hear what you think!
One of the main problems that makes partisans kind of OP is the fact that one guy with a wrench can destroy SHTs, BTs and trains just by jumping into them and let the AI defenses destroy the vehicle. That needs to be adressed.
I think disguises can work as i have the spy idea but yeah full video will have to be saved for it as it would be complex.
If you need it i had a basic idea of spys in my Hanged men faction document which if you want to use it as some form of baseline im more then happy to share it here.
Spys: version for both sides basic soldier outfit, letting them blend in and act like there on that side, but can’t use the factions chats other then region and local and will also make that factions players see them as an “ally”, if they are found out and killed no penalties are leveled vs the player who killed them.
Role: The spy can act like a faction and gain intel by making others think they are an ally, being useful to find out about incoming supply convoys, trucks or battle groups (clans)
Also the Goolge document link to prove this is from my Documents infantry, outfits, specialist area.
also other outfits and ideas that if you want to take it and use it go ahead, all that i ask is you Credit me if you do only a light amount of modifying as this document took a good bit to make.
docs.google.com/document/d/1KmuayLup2xFp3mZoUnYtZDoAeJuuCBcrvW1qaaiWctk/edit?usp=sharing
Spys could be a every interesting thing to see with in the game with some form of underground like the Document but im a bit to hopeful for it.
Also i would like to see some form of Officer outfit Rework or changes to make them even semi-worth it outside of PURE Roleplay.
As a side note the Hanged men faction could also reshape the frontlines if you combo this faction document with a change with more unowned starting area's as it would shape the frontline and backline to be more special, also they could act as a primer if the Devs or the player base on mass wants a 3rd faction and or underground warfare.
@@commissar_viktor but wouldn't that cause a lot of team kills on suspected spys. New players already have had issue with people thinking they're on an alt and kilingl them because they aren't doing stuff that makes much sense, with spys that will just be turned up to 11. What about logi wouldn't it be kind of easy to get away with pretending to do logi for the other team but just dumping everything in a bush instead of delivering it, all you would need is to not be seen when dumping it and no one would suspect a thing almost ever
@@bla_bla500 if it seems to good over time we can find ways to nerf it or make it look slightly diff then the outfits.
This was a basic idea for Spys mainly because as Bear said this is a Complex thing to do and would most likely end up needing testing so we truely know or a MASSIVE amount of theory crafting to the point it would be hours of just ideas on this one simple thing, and this was apart of my Hanged men document which took me about a Week to make so time was not on my side. (Longest a Google document ever took for me to make)
I have a concern about detonating supplies, and that's it would be a vulnerability for both the losing and winning sides. Except the winning side is in a better position to exploit it.
If a battlefield is lost and the defenders are trying to reorganise, they won't want to have to allocate manpower to protecting supply storage and praying enemy artillery doesn't know where the supplies are instead of a more productive task.
In summary, detonating supplies will be less of a partisan activity and more of an accelerant of a steamrolling in general.
It might even be worth it to make special 'Partisan' uniforms.
The current one is best suited for scouting and recon, good for getting intel or being a spotter for a nuke or artillery.
A second uniform could be good for demolitions- Think sapper gear or the grenadier baldric, except more focused on alligator charges, hydras, and havocs. Maybe reduce the setup and detonation time, maybe reduce the encumbrance for quicker movement.
The third one is the 'Guerilla' uniform. Allows for reduced encumbrance of rifles, SMGs, and their associated ammo, and a special feature- self healing.
The last one has low pack slots, since a Guerilla is expected to travel light and make do with what they find.
Targeting fuel supplies instead of tanks has been seen historically in many wars where an occupied people wanted to fight an occupying force (think Polish and French resistance circa WWII). Seeing partisans on a losing team get an advantage by blowing up munition stores and fuel depots sounds like it would make for a good resistance story.
Yes, but also it relativly easy to produce and transport gasoline, so maybe devs should move some oil deposits to backline
The winning side can also do this though, a winning attack would force the losing side to divert materials and manpower to building a new protected storage location and defences to go with it.
They would almost certainly have better things to be doing than baby sitting a supply point in the meantime.
It's a vulnerability for both sides and one is already starting with an advantage, it's a nice fantasy but unless builders construct a protected depot at every possible fallback location, which would make the new mechanic redundant, it's just introducing an exploit that will ultimately annoy the playerbase.
I think it's time the player base finally overcomes the "trench grind" with effective, sustained offensive operations. When that happens -- map gets bigger...creates more neutral territory. However, is that level of coordination actually even doable??
warden navy managed several such operations
it needs tooons of artillery support, tho
@@NoNameAtAll2 I would argue further -- there needs to be enough coordination across multiple DAYS.
Generally -- an attack sputters out after 6 to 12 hours because players drop off (for RL reasons).
Keeping an offensive force operational and moving forward for multiple days seems not be achievable yet.
Not so keen on the shells exploding thing... but i like the fuel idea. We should be able to start small fires with a diesel can, and if you cook a roadside fuel canister long enough it should blow. Imagine you pull a few diesel out of a canister and start a fire under it, and once its about to blow you can shoot it and set it off taking out a logi truck passing by, and whatever else nearby.
I wish facilities were more centralized. Imagine making a facility all about making electricity and providing it to many facilities around you(maybe even in neighboring regions too). Maybe the more power producing buildings on the same foundation provides a stacking buff, and with enough stacking it becomes a very good idea for the faction. This larger power grid would then be worth attacking and defending. Then do the same for pipelines, I want pipelines and powergrids to be expansive, centralized for efficiency, cross great distances to serve many facilities, and be a major aspect to partisan style gameplay. Taking out pipelines and powerlines is critically underutilized right now and would make a HUGE change to the game.
Have the encampment be cheaper and built by players with hammers instead of a construction vehicle. That will be the guerrilla base but on the flipside it will be flimsy. It's a tent after all.
Add in camo netting to the game. For a small price of bmats, small fortifications (including foxholes) and some structures (like the encampment) will have the same intel detection reduction benefits as the scout uniform on the map while being difficult to spot outside of it. The idea comes from building rifle garrisons in the tall grass except in this case it won't be limited to just one building and one terrain feature. You could see the camoed structure if you're paying attention.
Have the Molotov's be very cheap on bmats and fuel to make. Toss it to create a small puddle of fire. Bring friends to create a structure destroying firestorm by volume of fire. They're nonstackable like regular grenades unless you're wearing the grenadier uniform.
Add in a commando uniform. It has the same intel reduction benefit as the scout uniform except you can stack more 9mm and 7.92 clips. As well as reducing the encumbrance of SMG's, assault rifles, 9mm, 7.92 Alligator charges, and Havoc charges and detonators.
Make the Alligator charge do more damage and have an adjustable timer to it. It is functionally worthless as it is and if it won't be the handheld demo charge it's supposed to be, then it should be removed instead of taking space.
Have the Havoc detonator be a wired plunger detonator instead. It makes it less of a pain in the arse to deal with.
Implement POW camps. Unlike a hospital tent where you submit friendly and enemy critically woundedfor shirts; only enemy critically wounded can be submitted to a POW camp for intel. That intel will reveal a snap shot on the map of where the nearly dead enemy had been before... interrogation. This might not mean much on the frontline but if partisans were submitted, your side gets to see where they had been previously. Assuming a critically wounded body was left behind.
Add in a sidegrade to watchtowers called sentry towers. Think of a rifle or machine gun garrison but taller. Sentry towers do not gather intel as a trade off but they would be a nice addition to a walled base's defenses by shooting intruders from a slightly greater distance than garrisons. The sentry towers have greater elevation after all.
Get rid of the brodie helmet from the Colonial Scout uniform. It doesn't look right.
I feel like they do need a special partisan update, maybe something like a ghillie suit that is well camouflaged with the respective environment (when the players are prone, the suit will match a predefined color in their biome) it would be invisible to AI when in prone and difficult for players to spot. Additionally, I’d like to see a way to render roads unusable (craters, actually be able to dig on them). Finally tampering with ammo. In the Vietnam war, American special forces placed malfunctioning ammo in VC stockpiles, the ammo would explode and injure its user. I think this would be fun to see in foxhole, when used, a random round in the magazine would destroy the gun and cause bleeding for its user when fired.
7:47 I don’t know if this is good enough but here it goes: Havocs are large items, that means they are a PAIN IN LE ARSE to transport, at least in my experience if you are sneaking behind enemy lines you have at the very most a truck to store things and even then if every slot is a havoc it takes a long time to set everything up and every second you waste is time for a tank to pull up and ruin your plans.
TLDR; The transportation downsides make up for their power, yes lowpop attacks would be an issue but A. I see that as a general game wide issue and I have no clue what to do about it and B. Having a reliable way to destroy heavy buildings without chucking a million 250mm tanks at it would be nice
The of husks are scrap resources nodes and movable cover + integration with facilities so husk would be easier way to produce vehicles the vehicle the said husk represents.
Either it's a battle tank or a truck.
Or just made tank recover veicle to repair armor or repair tank from husk. Also maybe add module and armor replacement in a special player-made building "repair station" in exchange to time, resource and electricity.
I did post a building update in the threads that probably got buried, but part of it was the introduction of 'Garrison Ammo Supplies' that would be necessary for the AI to keep firing, but would also allowed the AI to be buffed. I don't like how devs currently balance the game as either favoring one section of the population or the other, and would rather instead do something like this so both builders and partisans can be happy. The bunker AI is pretty lame, to the point where I actually consider walls, trenches, dragon's teeth, and pillboxes superior when protecting facilities. I've seen too many partisan videos where bunkers are simply driven by easily due to the limited firing arch of the AT garrisons, and the low density of fire due to the size of bunker garrisons.
I can send the whole document, if I can get a Discord link.
First suggestion makes the video will keep watching but you got my like already
the grabing intel on dead bodies is a great idea, but instead of dead bodies, make it, "criticaly wounded soldiers" cuz grabing intel from a dead person makes less sense than grabing intel from a "criticaly wounded soldier" since its not dead. but alive. or from downed soldiers, so people either chose to wait for medic or give up to not give intel
@@Gioooooo_ooo well my thinking was like, searching for papers, journals or written orders but yeah i guess it make sense on a live guy
@@ISawABear I feel like maybe anyone higher than a lieutenant should give you a good chance. It should help with the potential spammability.
The fundamental problem with partisan is a lack of targets. Experienced partisans have no reason to give up their route, 2 hour border running for a logi truck. This combined with 5x eco and unlimited building has created situations where the entire backline hex is on intel. This means the only partisan attacks that can be carried out are from extremely talented and knowledgeable people who will again, not waste their time with anything less than a battle tank.
I'll most likely make my own video from my perspective as someone who has been playing partisan both pre and post 1.0
I do like these ideas though, however, it misses the larger points of what the actual concerns around partisan gameplay entails.
@@tangotangerine8535 thats fair, though the challenge is not pissing of the builders. giving partisans more tools will at least give them more chances to hit what few targets are prime for them right now so i do agree with your overall sentiment.
@@ISawABear I don't think it is possible for the game to have a gameplay loop that specifically is to disrupt their gameplay loop and destroy their effort.
I think if you want to help builders / facility man, the best way would be to punish overbuilding, and further encourage the concentration of facilities. For instance, if there was a new power pole type, that could carry 300MW, longer range and used pcons, this structure would allow central / cross hex power generation. This would give partisans another target, but also mean that facility man does not have to build their own power generation. This is just one example I can think of.
@@tangotangerine8535 I said something similar to this. I want powerlines and pipelines to be crossing huge distances so partisans (that aren't hugely experienced) can have a clear target to go after. Repairing these lines would be a hassle but it would be worth it overall, as long as facility man is properly incentivised to build this network of pipes and power lines. What would you change to make facilities want to get their power form another facility tho... It would probably mean nerfing the hell out of diesel power plants, and reducing the flow rate through pipes unless you have a huge facility with much stronger pumps to get the goods flowing through them at a good enough speed.
Going after power lines, pipes, transformer stations, and liquid transfer stations, would be an amazing start (maybe LTSs would be needed every now and then along the pipe network to boost the flow speed)
Partisanship has great potential. I didn't know about micro-spawn points, but it reminded me of the regions in the occupied Soviet lands, where huge territories in the rear were controlled by partisans. It could be a new type of gameplay where you need to actively search for hidden spawn points to root out the guerrillas.
Only halfway theough the video but what if the partisan uniforms gave full or almost full invisibility to watch towers, I wonder how’d that turn out
Good explanations and good video to dig deeper into the Foxhole mechanics!
Would be nice to have Frogmen uniform and a oxygen tank that goes in the backpack slot.
The uniform would have only 3 inventory slots and high encumbrance on land but when on water would have low emcumbrance and allow the player to last far longer swimming
Also in the same note they could add a Limpet mine that would act like satchel chargrs but underwater, if planted on large ships would cause holes to appear on the bottom and if planted on small watercraft would just cause damage
Edit note: The back tank would eventually run out of oxygen and
you would only be able to survive longer in water with the uniform AND the oxygen tank, otherwise you would drown as normal
All of this!
Because you talk about how suggestions feel/fit into game;
Its my first war, I thought that there would be more neutral territory at the start of a war.
I also think some kind of "river boat" which would be a small, Rmat cost ship with a limited number of spawn slots (8?) and the ability to build "inflatable rafts" (like landing ship it decays, but it would have the same capacity as a speed boat). This would make it easier to do hit and run offshore partisan work, while giving something for gunboats to chase after late game.
This sounds great
at 2:20 I was like "TAKE ME BAAAACK"
Nit: diffuse and defuse are different words.
Tl;dr: More BOOM for your buck.
As a completely non-bias party, I agree with nearly everything
pallets of shells are destroyed in flatbed but indeed, there's still this illogical exception that lighter shells in crates such as 30mm or rpg shells will be let as vehicle storage on the ground
since facilities can be rebuilt from husks now, how about a less destructive way for partisans to hinder facility players? if they can sneak into a facility and wrench a building it will sabotage it. when its sabotaged it cannot function for a day or 2 and you cannot take out its contents and sabotaging will reset vehicle pad progress
that way partisans can be a threat without builders wanting to quit playing if they return to their facility destroyed
this is interesting
Sir aroun has done a Idea for partizan stuff called Ghost army
More boom - good, everything else is unnecessary
TLDR: Bear's guide on how to make the logistics men quit/go on strike faster than the speed of light. We have to put up with the devman's madness already, let's shaft us even harder.
@@Isylon so... 30 seconds in is when you stopped watching right?