"FUBAR suppression design" Topic
5 Posts
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RetroBoom | 11 Dec 2013 8:12 p.m. PST |
I was wondering if anyone can explain to me the thinking behind FUBAR's suppression design. The ability to take hits as either suppression or casualties, and the ability for elite units to choose more suppression than green, is something I've never quite wrapped my head around. What is it exactly trying to simulate and are the different choices difficult, or relevant ones? Thanks for the insight! |
mad monkey 1 | 11 Dec 2013 8:37 p.m. PST |
I guess the suppressed troops can become unsuppressed and continue fighting, while the dead ones can't, therefore lowering unit morale and firepower permantly. This makes elites more resilient than green troops. |
Lfseeney | 11 Dec 2013 9:42 p.m. PST |
How easy is it to shake off the suppression? As I do not recall, too many rulesets bouncing in my mind ATM. If an elite can shake it off quick, I would say it is the training shows better use of terrain, knowing when to fire as a team to take less damage and things of that nature. Will try to reread it, for a better discussion Lee
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vtsaogames | 11 Dec 2013 9:59 p.m. PST |
I've heard some players say they take hits rather than risk not activating. |
Mako11 | 12 Dec 2013 12:39 a.m. PST |
Basically, it's giving the owner/leader a choice, e.g. stay suppressed from enemy fire, OR, due to their training, and hardness, continue on, knowing that you may risk casualties if you do so. Sometimes there is a need for "do or die trying", tactics. Elites get to use this option, unlike some others. |
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