The team that does not have a dedicated transport OR logistics/FOB squad WILL get steam rolled by the team that does have 1 or 2 of these squads, it's as simple as that.
POSITIVE gameplay changes I expect to see, some mentioned already and some not:
-Defending will become way easier and possibly more fun and satisfying; once you have killed a wave, you know that the players from that wave are probably not going to be back within next minute at least-->giving defending squads more time to revive, prepare for the next wave and gain a ticket advantage from good defending.
-more dedicated Transport APC/Logistics squads
-more squads created to counter & stop enemy trans/logi squads: more ambush squads (could be good or bad thing by taking players off the front line) and increased importance of building/manning AA+MANPADs on air assault maps (Muttrah, Jabal, 'Cuda, etc) to prevent enemy reinforcements.
-when assaulting, squads will be forced to stick together with other squads as mini-platoons and work closer with other team assets like armor in order overwhelm FOB's and defensive positions.
-SL's can no longer take a logi truck from main with one other sm and drop a rally and have 4 guys instantly appear.
-^Likewise, say you are defending the bunkers on kashan and have your Firebase destroyed/overrun/whatever. Defensive squads that have members killed can no longer simply drop a rally and spawn their own squad's reinforcements. They MUST rely on the rest of the team to bring reinforcements or build a FOB at their position ASAP, or risk losing the position and the flag.
NEGATIVES:
-increased reliance on Transport squads, let me explain. Many times there are not enough experienced players/SL's-even on the
TG server - to provide competant leadership for both the infantry and asset squads-->you can't have great APC trans/helo trans squads every round.....the situation where the entire team is stuck at main or on the carrier could become a common sight.
-the "trickle" of players from the RP's may just carry over to a "flood" from Firebases, instead of the "waves" or "units" moving together like the DEVs hoped for. Instead of squad tard rushes, we get whole team tard rushes. Well-placed Firebases will be very hard to neutralize if the entire enemy team continually spawns from it. Imagine swarming chechens just pouring from some firebase 150 meters away from a Russian flag and simply rushing with little thought to tactics or teamwork (
this actually happens a lot already ). Well, I guesss it's still teamwork, just really dumb teamwork...
Suggestions?
-APCs (not IFV's) and transport helicopters spawn times should be reduced to 10 min on EVERY map
-remove ticket loss from APCs and Hueys, reduce IFV ticket loss to 5= their value to the fight will be tremendously more important now and should not have to be simulated through ticket loss. You'll probably kill 8 tickets anyway since they will now more likely be carrying peeps...
-increase the Overrun radius for FOBs to 100-150 meters and require 4 enemy soldiers to be within that radius in order overrun.
-increase the Overrun timer to 4-5 minutes after last 4 enemies have left the radius or been killed before FOBs become spawnable again
That's all for now, can't wait to try it out this weekend...