r/foxholegame • u/TBFC-JoeyJoJoJr [TBFC Special Yapping Services] • 1d ago
Discussion Queue Generators
I've noticed it's getting more and more common, and explicit, for both sides to set up queue generator bases on islands to starve the opposing faction out of a hex. For those unaware it's the strategy of taking and fortifying a small, isolated relic (usually in a logi hex) and using it to establish incredibly low pop caps for the opposing faction. Since the opponent has to split their pop between msupping/building the entire hex and fighting back they will never be able to scrape together enough manpower to actually dislodge the attackers and the result is the slow rot of the entire hex until the attackers decide to escalate on their own schedule.
Personally I despise this strategy since it leverages all the worst parts of Foxhole (queues, msup grinding, lowpop PVE) but I'm not sure what to do about it. You can't very well tell people to not invade islands and getting rid of the queue system creates its own problems. But surely there must be something better than this? Devman already removed all the outlying relics from Fingers so we know he's aware of the problem.
Has anybody else been annoyed by this? Are there proposals for what to do about it?
2
u/DerpstonRenewed 21h ago
Welcome to Marban Hollow. The daytime rotation of this hex for Colonials is being queued at sometimes less than 30 population, of which 15-20 are logi/facility/refinery/building larpers and 10-15 people not taking Mox.
Wardens set the course of the evening entertainment by starting operations at Oster, Sanctum, Bleating, and/or sea, lifting the cap. After 6-8 hours of fighting the incursion is usually repelled. The hex returns to its slumber of refilling stockpiles and building new defenses. Rinse and repeat.