-Well that's what I do now, but it's cumbersome to relay messages from the Comm to the squad about all the things that need to be built, talking to the commander and the squad at the same time, the Comm having to talk to every squad to talk to the Eng squad, etc. If you had a four man(Including the Comm) Comm squad these issues would be overcome and people would stop joining my Engineers squad to drive tanks and choppers!AnRK wrote:But for the purposes of battles so far it's easy enough to just have a small engineer/rifle squad that follows command...
Command squad
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
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Morphine-04
- Posts: 11
- Joined: 2007-03-14 23:52
Well first off the commander shouldnt be constantly chatting to Squad Leaders its difficult to relay info at the best of times to ur squad without constant chatter from commanders (think of poor apone in aliens
.... "what lay down oppressing fire with the incinerators .. and what?" uurrrggghhh )
Most commanders dont just sit at base (the best ones anyway) they situate themselves in the feild and assist where possible, not realistic I know but gives an edge.
The main reason I liked the squad along side him was mainly for realism, perhaps as hes the most important single asset in an army and should be defended this adds an extra element of tactics too, seach for enemy commanders using this spec ops command team. A vunerable apc with only MG support on top requires support and co-ordination to protect and use effectivley. The reason for short range remote flown drone was to push the apc into dangerous territory to use and not hide 2000 miles away in ur living room. Some armies are thinking of deploying personal versions of these in the feild too. The squad doesnt have to take spec ops either, maybe 1 crewman in an AA to protect against air or armour/at support againts enemy tanks, mainly whatever role the commander wishes they take.
Theres lots of other ideas that could work too.
Most commanders dont just sit at base (the best ones anyway) they situate themselves in the feild and assist where possible, not realistic I know but gives an edge.
The main reason I liked the squad along side him was mainly for realism, perhaps as hes the most important single asset in an army and should be defended this adds an extra element of tactics too, seach for enemy commanders using this spec ops command team. A vunerable apc with only MG support on top requires support and co-ordination to protect and use effectivley. The reason for short range remote flown drone was to push the apc into dangerous territory to use and not hide 2000 miles away in ur living room. Some armies are thinking of deploying personal versions of these in the feild too. The squad doesnt have to take spec ops either, maybe 1 crewman in an AA to protect against air or armour/at support againts enemy tanks, mainly whatever role the commander wishes they take.
Theres lots of other ideas that could work too.
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Haze
- Posts: 57
- Joined: 2007-04-25 09:48
Yes currently " Squad leaders " are already the commanders natural built in squad with chain of command going down to squad members but with a dynamic numbers of players available depending on server and player uptake.
A small number of players inhabiting a server will mean less squads and maybe even no commander (poor souls).
Full 128 player servers would be nice but they will always start of with one individual player and increase or decrease from there and the dynamics of squads/commander will alter accordingly.
I'm sure I read somewhere that Eggman would like to see Massively multi player online first person shooters, now that would be something and in that environment it may be possible to have a dedicated command squad.
A small number of players inhabiting a server will mean less squads and maybe even no commander (poor souls).
Full 128 player servers would be nice but they will always start of with one individual player and increase or decrease from there and the dynamics of squads/commander will alter accordingly.
I'm sure I read somewhere that Eggman would like to see Massively multi player online first person shooters, now that would be something and in that environment it may be possible to have a dedicated command squad.
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Cheesygoodness
- Posts: 226
- Joined: 2007-05-03 23:06
Thats something we can easily set. 128 is the setting because well... Its a good round number in computer speak.Outlawz wrote:We only want 110, 55 per team, since after that, theres no more squads avaiable to create (9x6, plus commander)
So basically, you'd still have to crack the 128 player thing, but then reduce it to 110![]()
Actually I believe if what we planned works it'll be set to 500 something or 1000 something. However its unrealistic to hope a server could run something that big. So 128 sounded pretty good as the cap ya?
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Cheesygoodness
- Posts: 226
- Joined: 2007-05-03 23:06
Ha keep your call girl my friend. I bat left handed as my avator probably shows off pretty well. Not right handed like your hetero-weirdos.'[R-DEV wrote:eggman']If you can get 128 to work we'd probably see server admins cap it at 110. But we'd still send a really high end call girl your way.
Hopefully I'll finish the modding tonight and get something ready for the weekend.
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bigmoose332
- Posts: 255
- Joined: 2007-02-23 20:31
ugh what we're doing a '128 player server part 3'?Cheesygoodness wrote:Ha keep your call girl my friend. I bat left handed as my avator probably shows off pretty well. Not right handed like your hetero-weirdos.
Hopefully I'll finish the modding tonight and get something ready for the weekend.
I'll join the server definatly, and I hope you know hundreds more are willing to ff the forums
Bigmoose
98% of the PR public agree, that I am the sexiest man in this community.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
To whoever mentioned it earlier, should really be doing an essay to get into uni right now so I'm not gonna check... Your probably gonna get alot of randoms if you go naming squads "Engineers" and such. It's much better to say what your actually doing with the squad, I tend to go with "combitches" seems to get the message across, never had anyone joining to get a pilot kit or anything naming it like that.
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
You've got a gay!Cheesygoodness wrote:Ha keep your call girl my friend. I bat left handed as my avator probably shows off pretty well. Not right handed like your hetero-weirdos.
Hopefully I'll finish the modding tonight and get something ready for the weekend.
-Yes, because naming your squad "Engineers" makes it so hard to understand what the purpose of that squad would be...Your probably gonna get alot of randoms if you go naming squads "Engineers" and such.
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Falkun
- Retired PR Developer
- Posts: 1207
- Joined: 2007-04-02 03:52
It's so true, that it's pathetic. I've had lots of people join my squad (named Engineers) only to have spec ops/pilots/crewmen going around doing whatever they wantTartantyco wrote: -Yes, because naming your squad "Engineers" makes it so hard to understand what the purpose of that squad would be...
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
-Oh, I kick them. But sometimes you just have to have that one moron in the squad so that you can have a RP set up, even though you have to yell at him constantly to get his *** over to your position to set up that rally point. Just one more reason to give the commander his own squad.solodude23 wrote:Just kick them. Personally I have never had trouble with my "Engineers," "CO's *******," "CO Helpers," etc. Usually I only get riflemen.engineers who cooperate very well. I usually lock after the squad has 4 total (including me).





