r/foxholegame

▲ 54 r/foxholegame+1 crossposts

Blueprint of an idea i had

the bunker on the left is a machine gun, and the right is where the front line is.

Can you give why it wouldn't it work?

u/nanoflint — 11 days ago

Foxhole is missing a way for random players to engage with facilities.

Facilities need a way to sell their products to random players

Facilities have become a part of Foxhole's logi system that you can't avoid interacting with if you want to make use of some of the most important tools in the game.

The problem is that there is no good, developer-supported way for a random player to interact with a facility.

Imagine that I am a frontline player who needs a Chieftain. I find a facility that produces them, but now I have to figure out who operates the facility, determine whether they are online, contact them, arrange a trade, and get the required resources to them. I then have to hope that they are willing to stop what they are doing to handle the transaction. Alternatively, I can hope that someone has made their entire facility public, dedicating all of their play time to offering these tools for free.

This is particularly awkward because facilities are complicated enough that random players should not necessarily be walking around and moving resources themselves. A facility owner may have spent hours producing specialized materials and setting up production chains, and they may not want strangers taking resources or accidentally disrupting their production.

The result is a strange situation where the game increasingly requires players to interact with facilities, while providing very little support for the actual interaction between the people operating those facilities and the players who need their products.

Add a Facility Trade Depot

The solution could be a dedicated structure for facility-to-player commerce. A facility owner could place a completed product into the Trade Depot and create a listing specifying the price and quantity. For example, they might list a Chieftain for 3,500 Components.

A random player could then walk up to the Trade Depot, select the Chieftain, deposit the required 3,500 Components, and receive the tank. The facility owner would control what is being sold and the price, while the game would handle the actual exchange.

This would eliminate the need for the buyer and seller to find each other through Discord or region chat, while also preventing the buyer from having to interact directly with the facility's production infrastructure.

This could also make facilities easier to find

Existing Facility Map Posts could potentially be integrated with the trade system. A facility could advertise something like:

> Trade Depot

> Chieftain - 8 available

> 3,500 Components

A player looking for a Chieftain could then find an actual facility offering one rather than having to search Discord or ask around in region chat.

To go even further, facility map posts could be customizable. If you're selling chieftains, maybe you also mpf 250mm and transport it to the trade depot for sale. The map post creator could then check some boxes and select only chieftains and 250mm to appear on the map post.

> Trade Depot

> Cheiftain - 8 available - 3,500 components each

> 250mm Fury - 24 crates available - 25 sulfur per crate

The larger problem is the missing economic layer

Foxhole already has an economy in practice. Players gather resources, refine them, manufacture goods, transport them, and distribute them. Facilities have made this economy considerably more specialized by allowing groups of players to focus on particular types of production.

What is missing is a proper interface between those specialized producers and the rest of the faction.

A Trade Depot would fill that gap without removing the logistical gameplay that makes Foxhole interesting. Players would still have to build and maintain facilities, gather resources, run production, transport goods, defend their facilities, determine what they want to produce, set their prices, and physically transport purchased equipment to the front.

The game would simply handle the tedious part of the transaction: exchanging the buyer's resources for the seller's finished product.

The goal isn't to remove player interaction from facilities. It is to make that interaction possible without requiring the buyer and seller to personally find each other first.

reddit.com
u/dolche93 — 14 days ago
▲ 55 r/foxholegame+1 crossposts

[SOM] Bridge battles are Banned

Bridge battles are now banned. Big thanks to [UBGE] DJ KAJOLA for the music.

youtu.be
u/Tell31 — 11 days ago

List of stuff KoP fished out from the wardens (W140)

All item crates, vehicles and resources shown in the images were captured from the wardens by KoP and delivered to SOL's storage depots and seaport (primarily The Manacle). We did not include anything else.
We captured a total of 42+ ironships, along with many barges and krokodiles.
Currently, KoP is the only regiment in the colies that sells warden weapons and vehicles on a massive scale.

u/Soma000 — 14 days ago
▲ 8 r/foxholegame+1 crossposts

I really need help with voicechat.

Hey! I'm new (as for just today) to Foxhole, I've watched many guides and know how to do much stuff, but my computer is not really good and lags a bit, but I can hear voicechat, still, I don't know how to connect mine, in the audio part of options it appears as if I had it on, but I'm not able to talk back to people who talk to me, I just need help with that

(Also, I left an Ironship with a truck with many provisions next to Loggerhead's shipyard, I'd prefer if the wardens got it ;))

reddit.com
u/Frontera1975_ — 11 days ago

What do y'all think about being able to paradrop supplies out of the paratrooper planes

Was thinking that for more complex ops just dropping troops are good but being able to subsatute troop space for a droppable crate or mabye have glider planes that are towed behind that only have space for crates or a small Vic.

Dunno what's your guys opinion

Edit - also WW2 American gliders could house a m22 light tank on some variations if I remember correctly. So droppable light tanks dunno might not fit the vibe of the game

u/Citrishadow — 14 days ago

[WAR 140] The lane that held: Overlook Hill's AESIR's fortress

Disclaimer: I did not take part in any of the building, just found the base's performance impressive.

Usually, when Callahan's Gate falls, it only takes days for collies to secure Crumbling Post and then slowly creep north.

This war, they never made it past Crumbling Passage. Here is the bunker base that stopped them for several weeks until war's end, made by AESIR and 3rd in particular.

You can see the east fort recovering from a 300mm shelling, the center with the IC for the nuke aimed at Pits still alive and the NW under severe decay in the last hours of the war. You can also spot a collie bomber who tried to come back from a nuke attempt, and a torp bomber who never landed after fighting the DDs.

u/Astrosias — 14 days ago

Worst island refinery combo I have seen.

No refineries on small islands at all, and only single fac per refinery on large islands. This sucks.

reddit.com
u/topforce — 14 days ago

Clover (Star fort) base, Charlie war 9

Saw some others share their builds so thought I'd share my little fort I built on Charlie, war 9, next to Weephome airfield. This is my Clover base when it was mostly finished (although it got renamed to Star fort by the general populace, which honestly sounds much cooler).

I wanted to build something fun for infantry, so the whole base can be ran through and had lots of emplaced weapons and tripod weapons attached through shooting ports in bunkers. Note this was my first attempt after about 5k hours in the game to make something non-meta. Still a lot of improvements to be made but it was hella fun and lots of people seemed to drop by and admire the unconventional build.

So many bunkers these days will fall as soon as the weakest link in the chain gets destroyed, I wanted to fix that. The idea behind it was to have four arms, so that if one arm was destroyed, the others could still function to protect the base/bunker as well as having lots of guns ready for infantry to interact with so they didn't even need a kit most of the time to defend as there were lots of emplaced guns and tripod weapons in the shooting ports.

This base survived fire rockets, mass rocket truck spam, DD + Lunaire blob invasion, Heavy bomber runs, Storm cannon breaching almost every day (when they had the wind), and managed to push collies back even when the whole of Clahstra had turned green TWICE! (I made sure to put 1k shirts and 10k bmats with bunch of other stuff exactly for siege situation). I was actually really proud of this base even though it still has a lot of flaws and lots of improvements to be made. It died in the last days of the war, isolated in a green hex being PvE'd by small groups with no QRF available.

About mid war, 2 arms were completely destroyed due to low pop PvE, but when QRF finally arrived we managed to push them back as the remaining arms provided enough cover for us to spawn out the bunker, and we managed to rebuild everything.

So yeah, with the new war coming up, maybe someone will take inspiration from this design and improve upon it, because i don't know when I'll have enough time again to do this myself.

Pros:

- Lots of angles covered, even after destruction of adjacent defenses

- "Interior" defenses stopping enemies from pushing in after breaching outer defenses

- Lots of emplaced weapons and interaction for infantry

- Ease of movement throughout the bunker as it was all connected via trenches and doorways

- Decent balance of AI and manned defenses

- Being somewhat in middle of field as opposed to on a road, drew out enemy vehicles onto offroad terrain, making them more vulnerable.

- Much stronger when defenses are manned by players

-Aesthetic design, people will come by and tell you that your base looks cool, hell yeah.

Cons:

- Lots of rifle garrisons meant angles were covered, but didn't do much to stop a lunaire blob, which required manned defenses (EMGs, ratcatchers in firing ports)

- Lower than expected integrity/health (although this can easily be improved upon)

- Barely any room inside the base for vehicles

- Rear of the base extremely exposed (that's why I built that cope cube at the back for some extra defense)

-If enemy infantry manage to get into your defensive trenches connected to base, doorways must be destroyed to prevent them infiltrating the rest of the base (although with so many rifle garrisons, it was still hard for them to run through the trenches towards center of base)

- Weak when no players defending due to not many MG garrisons.

- Took me 60 hours~ to build solo including transporting materials etc. (not including time spent msupping, QRFing and supplying bunker)

u/babatumbi12 — 14 days ago