Jump to content

Every PMC and Player Scav should have their own extraction spot


moses06
 Share

Recommended Posts

Admittedly I haven't been extract camped too often this wipe, but it has happened a few times like a few days ago when I was killed as a player scav with less than 2 minutes to go on Shoreline around 50 yards or so from my extract. So this isn't an idea resulting from annoyance, it's just one I feel would be beneficial for the game in general.

I don't know offhand how many PMC's and player scavs are on any given map for each raid, so I'll have to use approximations. What I'd like to see is many new extracts added to each map, enough so that each PMC and player scav has at least two choices per raid and nobody else during that raid has the same two choices. But I want even more than that, I want at least double that number of additional extracts. So for example if the number of PMC's and player scavs for a given map for a single raid combined is 20, I want 80 total extract possibilities for that map, with 40 being active per raid. I believe the maps, other than Factory, are adequate in size to handle this number of extracts, some like Woods could easily handle more.

The point would be to ensure that nobody will ever have the same extract as you, and with half of the extracts not being used for each raid, people would simply stop extract camping. It would not only be a giant waste of time in nearly every raid, but they have their own extract to get to.

Instead of being set on most extract locations being on the outskirts of a map, BSG can place them anywhere. Numerous stores on Interchange, countless rocks/trees on Woods, etc. With only 40 extracts (per my example, number adjusted based on actual player totals) being active for each raid, it's more than manageable to accommodate this number and keep them far enough away from each other to avoid lines of sight. Implementing different groupings of extracts would also greatly help, so that nobody thinks "well the last time this extract was active, so was that one". Many different groupings/patterns would be required as well.

I can't think of a single drawback to this, unless you're an extract camper and don't want your "fun" ruined. I'd even be cool with one extract per player, further reducing the number of overall extracts making this even easier to implement. I just feel like there are too many aspects of this game that lead to easy kills without much effort. Static spawns, mission spots, high tier loot areas, extracts, map design that funnels players through easily campable areas, etc......it all adds up to far too many easy, unearned kills that people wouldn't get otherwise. A perfect companion to this would be a dynamic loot system where anything can spawn anywhere. These two changes would open up the map so much more and eliminate many issues the game has. Their goal, clearly, is to force PvP with all these static implementations, but IMO it's a pretty poor way of doing it. Letting things happen more organically would be far more fun and rewarding.

 

Edited by moses06
Link to comment
Share on other sites

Mmm....

Ok, so, both spawnpoints and extraction points suffer from similar flaws. Spawns should be more dynamic and this is where better map design is related to it. The number of spawnpoints should at minimum double in number, along with changing maps to ensure that spawn rushing/sniping isn't a possibility.

With extraction points. First off, there is a reason why most extraction points are at the edge of the map. An extraction point in a random store in Inter. or anywhere else in the middle of the map wouldn't make much sense storywise (keep in mind that even multiplayer needs to ensure this).

The aim of some extraction points is to be challenging. For example Reserve's hermetic door with its alarm, raiders and time window. Radar extraction requires specific gear and equipment. Interchange's hole in the wall is a quiet extraction but the tradeoff is no backpack.

I think extractions should have tradeoffs. If it's an extraction that has no requirements or limitations then the tradeoff is the fact that everyone knows it. However what would help imo, is adding more such extractions.

For example giving the vehicle extractions different places each time. Setting time windows for extraction points that differ for each party in the raid.

I'd say keep the difficulty and tradeoffs of extraction points but widen the selection of them.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...