Iv done a search and found nothing on this. so don't go off at me if this is a requestion
or it hardcode god i hope not
Generally it alway's better to have to squads or more working together staying together in a group, it leads to better protection and leads to a much tighter perimeter, but unfortunately this whole game and also the maps are designed to split people and squads up. and the bigger the map and the more flags the worse this get's. until the round just consist solely of squads working totally independently of each other, and the team becomes totally disorganised.
The commander is supposed to bridge the gap and make the team organised, but when most of the maps in PR are designed as big open spaces and with too many flag's that ether need to be taken or defended ,it simply not possible to have the team working together in there immediate vicinity or working as a co oriented unit because you end up leaving a flag to poorly guarded and you lose any way. in other word we are being forced to defend or attack to much ground more then any one squad or should have to handle alone.
One of the way's to solve this problem is to increase the squad cap limit to 12, this will centralise command under one leader and lead to more organised game play. But seeming this is probably hardcoded and might lead to more problems this might not work as anticipated.
the other idea is to totally redesign the AAS game mode. to encourage teams and squads to stay close together and work as a unit, instead of encouraging them to work independently by forcing them to ether attack and defend to much ground alone.
instead of having multiple flag's that need to be defended or attacked. concentrate the fighting in one area at any one time.
I was thinking. have a defend objective for one team only at any time. and the other team an attack, after a time period has elapsed these markers will be switched over giving the defending team the opportunity to counter attack and advance.
I doubt very much that these game play changes will have bad effects on game play. In other words turn the game more into vanilla. Quite the opposite effect.
Have you ever played maps like muttra city or Ejod desert . And had the fortune of having the squads lining up besides each other and working together and covering each others flanks, and advancing in unison.
That is basically what these changes will bring about. it will incourage squad to work together and consintrate there efforts.
Squad cap
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calstifer
- Posts: 72
- Joined: 2009-02-23 07:58
Re: Squad cap
Its hard coded and already been suggested- you should have looked in the "already suggested suggestions" topic first... it has it there.
No offence...
No offence...
Last edited by calstifer on 2009-08-06 04:37, edited 1 time in total.
Sheep, seriously its all about the sheep.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Squad cap
I'm not entirely sure about that, can't the counter attack mode be used for this?
But tbh, if the flag switches from attack to defend it wouldn't change much since the better team will have pushed the other back anway, no matter how the flag is pointing. It would ahve to be coupled with a spawntime penality or soemthing
But tbh, if the flag switches from attack to defend it wouldn't change much since the better team will have pushed the other back anway, no matter how the flag is pointing. It would ahve to be coupled with a spawntime penality or soemthing
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Squad cap
The flag part of it does sound feasible.Dr2B Rudd wrote:I'm not entirely sure about that, can't the counter attack mode be used for this?
But tbh, if the flag switches from attack to defend it wouldn't change much since the better team will have pushed the other back anway, no matter how the flag is pointing. It would ahve to be coupled with a spawntime penality or soemthing
Setting a 30 second (more or less) delay before the flag can start being capped again, allowing for defenses to be set and prepare for the counter-attack on the flag.
It would kind of represent the force 'occupying' that area and setting up the defenses.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Squad cap
yea that sounds doable. The squad-size is hard-coded like stated.
It sounds like an interesting gameplay change. Altough much like counter-attack game-mode.
It sounds like an interesting gameplay change. Altough much like counter-attack game-mode.
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calstifer
- Posts: 72
- Joined: 2009-02-23 07:58
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Squad cap
its an interesting idea, but i don't think it will be very much fun. when the team moves forward to attack, it should be because they have pushed the enemy back, not because the map tells them too.
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Squad cap
very cool idea, but I like it when people searched up something, and say that there was nothing, and they post anyways, HOWEVER, there is where old threads get deleted somehow, but okay. re-suggestion, and probably will be locked.


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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: Squad cap
You really should be getting on more teamwork oriented servers. Squads im in rarly split up as long as im on a good server. Also sometimes if a squad is owned and 2 people happen to live but the rallys down. This can create your so called splitting.
If you need a commander get mumble. Squad leader to squad leader chat
If you need a commander get mumble. Squad leader to squad leader chat
if you miss him... try, try again

