That probably is hardcoded.LithiumFox wrote:>_> is there no way to implement the squad leader Vote Yes/Vote No option?
(you know, Pg. Up Pg. Down?)
Anyway, good suggestions. Is this mr woodoo?
That probably is hardcoded.LithiumFox wrote:>_> is there no way to implement the squad leader Vote Yes/Vote No option?
(you know, Pg. Up Pg. Down?)





Could i get Dev confirmation whether this is or is not hardcoded?Wicca wrote:That probably is hardcoded.
Anyway, good suggestions. Is this mr woodoo?
might be possible however that does not solve my problem. Why would a SL vote no if the RP is in a safe position past the ambush? The only yes or no vote that would ix that problem would be to ask the enemy. but we can clearly see the problem with that now cant we?LithiumFox wrote:>_> is there no way to implement the squad leader Vote Yes/Vote No option?
(you know, Pg. Up Pg. Down?)
To fix the entire "SL command tree" issue. >_> I personally would prefer a way to make it so that I could say "Hey, no. I don't want you to place the rally there. You're too close to the enemy."Bringerof_D wrote:might be possible however that does not solve my problem. Why would a SL vote no if the RP is in a safe position past the ambush? The only yes or no vote that would ix that problem would be to ask the enemy. but we can clearly see the problem with that now cant we?
And doing my job as leaderyour yes/no vote would only solve the problem of SMs redirecting the squad where they prefer.
My only issue with arguing against this point is I don't know what limitations can and cannot be placed on Secondary rally points. I don't know if you could force them to have 3-4 people around (which would fix this little issue of yours with the squad being "effectively" wiped out) or maybe increase the distance between you and the enemy.The biggest problem with this i see is as i've mentioned before and will further clarify now:
If your squad crosses an open area which they cannot avoid, which then gets ambushed and essentially wiped out save for your medic and one other guy who made it across. With this additional rally you have effectively crossed with your full fighting force. The same argument can be made for the SL rally however if most of the squad is killed the SL would likely be part of the casualties. With the Medic Rally it would double the chance of this happening. I'd say if you were lucky enough to get your SL across then fine, have it.
this is especially problematic if we're going to be having bigger squads. If you kill 6 men out of 8, there should not be 8 men safely on the other side closer to where they want to go.
Which is why you should read the post aboveryan d ale wrote:Interesting suggestion but there is an obvious exploit with it.
The same reason it was initially removed.
Instead of just the SL placing the rally and staying away from the fight a medic and his buddy can do it..... not great really.
Think of it from the point of view of you being against that squad.
You 'kill' the whole squad...or so you think. Then 2 minutes later they all come back from the RP knowing your positions (and potentially with 2 more men).
Thanks for thatLithiumFox wrote:Which is why you should read the post above
On small maps, the ability for the medic to place a rally after "sneaking" into enemy lines is not very likely.Bringerof_D wrote:might be possible however that does not solve my problem. Why would a SL vote no if the RP is in a safe position past the ambush? The only yes or no vote that would ix that problem would be to ask the enemy. but we can clearly see the problem with that now cant we?
your yes/no vote would only solve the problem of SMs redirecting the squad where they prefer.
The biggest problem with this i see is as i've mentioned before and will further clarify now:
If your squad crosses an open area which they cannot avoid, which then gets ambushed and essentially wiped out save for your medic and one other guy who made it across. With this additional rally you have effectively crossed with your full fighting force. The same argument can be made for the SL rally however if most of the squad is killed the SL would likely be part of the casualties. With the Medic Rally it would double the chance of this happening. I'd say if you were lucky enough to get your SL across then fine, have it.
this is especially problematic if we're going to be having bigger squads. If you kill 6 men out of 8, there should not be 8 men safely on the other side closer to where they want to go.
sounds good, if it doesnt take up too much to have the secondary rallies work differently. then i'm good with that. Best scenario is that more than half the squad must still be alive. (ie with 6 man squads 3 squadies must be with you. 8 man squads atleast 4. The medic rally should only be for emergencies where the SL dies. but with larger squads later on that might still be an issue. even currently 2 more men across can be a much bigger problem for the defender. Remember that they spawn in with full ammo, full health. Yes they represent the remaining bunch of guys in the section, however it is doubtful that those invisible extra men would have come across without firing a single round or recieve any injuries.LithiumFox wrote:
I agree. Which is why i believe 4 people for medic rally and 3 people for SL rally suffices.Which fixes your (if 6 people die out of
or (If you basically kill the squad) issues.
Is that fair?
it's not them "sneaking" into places i'm worried about. If they get in and you dont notice thats perfectly fine and dandy with me. It's if they the entire squad dont manage to be sneaky and you kill almost all of them and the two of them managed to make it. The only thing your well placed defense or ambush with long periods of patient vigilance has done is kill a few tickets, it has failed in any way to hinder the enemy advance. Sneaking once more is not the problem.yujie900 wrote:On small maps, the ability for the medic to place a rally after "sneaking" into enemy lines is not very likely.
Lange wrote:How about a few general rules of thumb i've gathered:
-Medic rally should be not as good as SL rally with some restriction
-More distance say 150 M with no enemy presence so a squad that has had casualties can't just use it as another instant reinforcement
-If possible Sl approval for use possibly by voting system?
- 3-4(Maybe 3 being a bit more reasonable) members have to be around the medic to place
How do these sound to everyone?
I meant the large 200m radius in which they can place the rally severely limits their option without eventually being spotted by the enemy, on small maps.Bringerof_D wrote:it's not them "sneaking" into places i'm worried about. If they get in and you dont notice thats perfectly fine and dandy with me. It's if they the entire squad dont manage to be sneaky and you kill almost all of them and the two of them managed to make it. The only thing your well placed defense or ambush with long periods of patient vigilance has done is kill a few tickets, it has failed in any way to hinder the enemy advance. Sneaking once more is not the problem.
On most PR maps there are particular areas of concentrated combat. Meaning a 200m radius to place the rally would essentially make it unusable, unless you're in the middle of literally nowhere. Makes sense if you're running with vehicles. but for infantry that's probably not be an option most of the time.yujie900 wrote:I meant the large 200m radius in which they can place the rally severely limits their option without eventually being spotted by the enemy, on small maps.
Therefore we can limit the amount of abuse that can take place, the distance will be decided by the DEVS of course.Bringerof_D wrote:On most PR maps there are particular areas of concentrated combat. Meaning a 200m radius to place the rally would essentially make it unusable, unless you're in the middle of literally nowhere. Makes sense if you're running with vehicles. but for infantry that's probably not be an option most of the time.