CHANGES TO THE NEW FRU?
(23 votes, average 3.43 out of 5)
Written by RAFTER   
Tuesday, 19 October 2010 14:00

We have been evaluating the success of the PPO feature since we released 1.32 and overall we are really pleased with the feedback from players and the effect they've had on game play. 80% of players from a recent survey love the PPOs. The Field Resupply Units especially are a hot topic in the forums and in-game. While the majority of those surveyed felt they had a good impact on the game, we see that there is a need to modify some of the rules that govern them.

 

RAFTER: Regarding the FRU, some background would probably be helpful in framing this reply. Initially, we designed the FRU to be a PPO deployed only by trucks. The design provided truck drivers a way to deploy/drop the FRU and drive away for other duties/action. This feature was delivered into 1.32 as described. We have been working on a long-term plan internally described as, "groups" which has a long list of capabilities for players to remain engaged in a mission that has dynamic origins and targets, changing mission goals, and moves with the mission leader after each goal is achieved. It changes the static nature of current missions into a sort of grouping mechanic that allows players to stay together through a series of goals that could even extend after a capture or defense objective is met. Of course this means new mission types/objectives, a way to keep groups persistent and a change to scoring. It also needs to provide a way for players to group with the mission leader through these objectives.

Aha! So there's the connection to the FRU. In the later stages of 1.32 development we saw an opportunity to inch forward the "groups" plan by allowing players to stay with the mission leader in a new way: having the mission leader drop a new spawn point that wouldn't require a truck to drive out to the new, preferred location and deploy. As with any change to mechanics, we have to battle test them to find the "sweet spot" for game play. What we're learning from the first addition of mission leader spawning (FRU) is that it is having the desired effect of keeping players better grouped on a mission and giving the mission leader a new tool for leading. We're also learning that without the need for a truck to spawn, travel and deploy, the mission leader FRU is being moved/rebuilt at a pace that makes defense more challenging than the intended feature design. We have observed the common situation where an FRU is being destroyed only to have a new one built in a new location moments later. What's missing is the time it used to take for a truck to deploy a new spawn point- time for enemy forces to ready for another attack.

We are working on a modification to the placement rules that govern the FRU which will see a mission-based timer that restricts the ability to move or rebuild an FRU. Similar to how a "cool down" timer works for other PPOs, FRUs will be moved/rebuilt only every 15 minutes.  When destroyed by enemy action the rebuild timer means the mission leader cannot replace that destroyed FRU for 15 minutes, approximating the time you buy when "destroying the truck/UMS" in the past. The mission leader will be provided alerts on availability of FRU move/rebuild which will be passed along to any subsequent mission leader. The length of the timer will be a variable that we can adjust if warranted but we want to serve the benefits of keeping infantry grouped in a meaningful way. In short, we want the new grouping tool to remain in the mission leader's hands but we see a need for balance in its use.

The mission leader FRU is really only a piece of a bigger pie that we are baking. In future we hope to deliver some of the capabilities described above. We will be keeping an eye on the FRU timer and seeing how that might affect the rest of those plans.

 

UPDATE

 

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Comments (21)
1 Tuesday, 19 October 2010 14:42
pictboy3
It doesn't take 15min to drive a truck back to town, more like 2 or 3, maybe 5 at most. 15min is too restrictive IMO.
2 Tuesday, 19 October 2010 15:09
romzburg
1st reaction: 15 minutes too much. 5 minutes sounds more like good gameplay. Also: this timer should be only if *destroyed*. If ML moves by choice, should be no timer. Also: 5 destroyed = no more for that mission.
3 Tuesday, 19 October 2010 15:27
d0o0m
any internal discussion on the issue of rivers and how FRU so easily bypass the barrier?
4 Tuesday, 19 October 2010 15:28
Alex Hauschild
Sounds great!. If you can make them work more like this player is saying he uses them, all the better.

http://forums.battlegroundeurope.com/showpost.php?p=5343831&postcount=63
5 Tuesday, 19 October 2010 16:39
jw
I like it, this goes a Long way in taming this down a bit and making it much more manageable
6 Tuesday, 19 October 2010 18:48
Fire1067
Does that 15 minutes timer apply to trucks? If so I think that should be reevaluated.
7 Wednesday, 20 October 2010 15:17
zebbeeee
spawn@ML concept is as promising as expected but will indeed get much more sense after the mission overhaul. I'm ok with timer for FRU BUT may you please consider this exception: timer=0 if FRU=active and FRU closer then 200m from location? S!
8 Wednesday, 20 October 2010 15:43
Sajer43
I really haven't seen any problems with the current FRU system, but a timer would be acceptable, as long as the limit imposed is not ridiculously long. As it stands, 15 minutes is probably a bit too much.
9 Thursday, 21 October 2010 01:20
xenon84
I agree with other payers in that 15 minutes seems a little too long.
S!
10 Thursday, 21 October 2010 08:15
drave
Still not enough. Still noiseless moving armies. Obstacles still useless, armies can spawn anywhere. ML isn't a group, but currently is.
11 Thursday, 21 October 2010 08:20
Darkpatch
I honestly find this solution a bit disappointing :( Why not just use the same rules that apply to capturing? Make it take really long for a lone ML to build one, but almost instant if he has a lot of buddies within "X" distance.
12 Thursday, 21 October 2010 09:55
tuff
15min seems a bit long, I was thinking 5 min or so.
13 Thursday, 21 October 2010 11:45
rdmenace
Great zeebee! But how about no timer at all. The mission leader can only build an FRU if within x radius of FRU. That lets team leaders move it, but if it's destroyed, you still need a truck around.
14 Friday, 22 October 2010 15:13
ratzilla
I watched a truck drive into a fb last night and set a FRU 20 feet from the spawns. Did the 400m buffer disappear?
15 Friday, 22 October 2010 19:31
knapp
What about making it so you can place a FRU within a certain distance of your last FRU?
16 Sunday, 24 October 2010 21:34
kc23
I agree with nearly all you've said Rafter. I do think 10 minutes would be a more reasonable solution. No way it takes 15 to get a new truck out, more like 5. I think a 5 minute wait is more appropriate.
17 Monday, 25 October 2010 09:18
MrWinkie
Glad RATS are looking at this. Doesnt solve that fact that PRE-FRU you might have 5 UMS'es on a decent attack for a town. Now we have that many within 200m of eachother, and that doesnt count DFRUs. FRUs have turned this game into QUAKE YUCK.
18 Wednesday, 27 October 2010 02:31
ZBrisk
FRU stuff aside, I'm liking the sound of this 'groups' thing. Mobile units down to company level next please?
19 Friday, 29 October 2010 10:59
Tombale
The first reaction I had was to the forever FRU. I'm leader, my FRU destroyed, I die before making another one, np just make somebody else leader, they make a FRU and I spawn back in a split second. I like it when I do it but not when the enemy does.
20 Friday, 05 November 2010 11:28
Maxminus
I can despawn, make a new mission and get back to the front in under 15 min in most battles. Perhaps 5-8 min if destroyed, no time for voluntary re-placement and set a limit on the number or FRUs a ML can build ~ like 3-5 ~ per mission.
21 Saturday, 06 November 2010 01:25
dvc
"I watched a truck drive into a fb last night and set a FRU 20 feet from the spawns. Did the 400m buffer disappear?" I was able to blow 3 unocupied fbs in 15 mins just by myself.. and i didnt like it. (no more hot-drops? :( )