For satirical purposes a politicised translation of the above...
'The workers of the world are ignorant and must be guided into a situation in which their exploitation is not possible!'
The squad leader is responsible for this. If he needs an infantry only squad, is his problem to make that work. If he can't control his squad members, he's not a good squad leader or probably he doesn't have good squad members.-Prevent mixed squads, make sure they are infantry only, armour only or air only
In v0.6 we have squad limitation of limited kits. You can only have 2 of each limited kit in the squad. I think it should be lowered to one specially for kits like sniper, HAT and HAA, but at least for the open beta we are playing with this number.-Realistic loadouts for squads: No silly squads with too many of one type of kit
In v0.6 we have the 2 min rule. If your are joining a squad for the second time or more in that round you will have to wait 2 min before being able to request a limited kit. In that time you (squad leader) can notice if he's just trying to request a kit and bail, or if he's really wanting to play with the squad.-Stop people from joining a squad just to be able to request a certain kit
This is good and usually squads that want to play as a specific unit like armor, attack helicopters, snipers, etc, already create their own squads and lock them to the limit necessary to be efficient. It's not always like that, but it's getting more common.-Make it easier for the commander to effectively command by being able to order around important units like snipers directly
Ok so we implement all your rules and clearly define everyones roles. So what happens the very first round when, to use your words, people run around "willy-nilly" in well defined roles? What then?Strategist wrote:Nobody likes restrictions, but what it boils down to is a choice, and a fairly simple one: On public servers, in a realism/teamwork-oriented mod, do you want freedom to roam about as you like willy-nilly or do you want organized play? In case of the latter, there is no way around imposing restrictions.
Oh, and if we can stop the smack talk I would greatly appreciate it.
It has been said many times before........you can not mod the players.
1. Yeah. Some servers do kick for not joining a squad. But that's up to the server admins. And there are very good reasons for killing people who stay too long on the drivers/gunners position without the right kit. Well more like there are many reasons for having those kits, the only reason for the auto-kill is that noobs don't stay in the vehicle trying to figure out why it doesn't shoot.Strategist wrote:1) PR already imposes heavy restrictions on what players can do. You get kicked from most servers for not joining a squad, you die if you remain in driver/gunner seat without kit. The quartermaster even gets annoyed and will not talk to you for two minutes if you spam too much and asks you to read the manual.
2) There are no [public] servers with smart people only.
nope.. started this whole MOD THINGY at 0.5'[R-DEV wrote:dbzao']/smack...you obviously didn't play PR 0.4...
Talking to me?Strategist wrote:So, you could in fact not find a flaw. You are just trolling. But that is ok - hey, welcome to /ignore!
That's what the PR Player's Guide is for.Strategist wrote:Actually, Waylay: While there certainly are 'idiots' most players belong in the 'inexperienced, casual' category. They try their best but just do not know any better. With my suggestions these players are 'guided' into doing the right thing such as not creating a squad where everybody is a sniper or where the squad leader decides to leave his subjects in base and take the jet for a spin. Is it not what we all want?
So you do kick people, yet you dont lock your squad? That is silly, usually if their noobish enough to get kicked. They would instantly rejoin over and over again.Strategist wrote:I kick, but the vast majority do not. I know it is sad but I fear they need a helping hand.