Long Bow wrote:I do like this idea for the most part. I think we need to be carefull not to go to far with it. I would suggest, I may have missed this, but do not limit the officer kits in each category i.e. 1 air officer kit available. This would greatly reduce a smacktard ruining a whole round for a team. If a SL takes a kit and is being stupid, everyone can leave and start a new air squad etc.
The number of each type of squad leader kit is something to consider carefully. But it is something that should be easy to adjust once the system has been created and therefore making beta versions a perfect testing ground for what exact numbers help to ensure all specialized squads are lead properly (good SLs have are not prevented from taking up role of COing spec. squads). However the number must also ensure the ratio of infantry to armour and air squads is proper. Namely 3 infantry squads (18 men) to 0.5 of an air squad (3/4 men) and 1.5 of an armour squad (8/10 men).
It is absolutely vital a correct ratio is matained, even in face of any Armour obsessed DEVs...*cough* RHINO *cough*! Fuzz - keeping on working on that man, some people just dont realize the importance of massive maps with almost all infantry DAMIT!
'[R-MOD wrote:DukeMeister']I posted something very similar back in the tester forums a while back and it got completely ignored lol. The idea was basically the same with specialized squads etc, the rally point bit is new though and i like it very much.
DAmn them DukeMeister! Although are the tester forums totaly seperate from the DEV forums becuase i would have thought the suggestion area here would get more notice, particular with h-core fans to big it up!
'[R-MOD wrote:DukeMeister']
Id love to see this implemented, but again its a great idea in theory which can easily be mucked up in practice by the inclinations of individual players.
....
An individual game mode, seperate from AAS but using the same flag capture ideas. This 'elite' game mode code could then be given out only to certain servers....... This would instantaneously wipe out the 'newbie' factor, whilst still leaving the server accessible to those who can be bothered to join the community.
I actualy see the system as pretty FOOL proof becuase:
1) Squad Leaders would only be able to request Squad Leader kits. Thus preventing them buggering off with a sniper or H-AT!
2) The different squad leader kits provide the squad leader with different abilities but also limit there abilities at other things. An Armour SL kit would be able to driver Armour BUT would be unable to fly but most importantly WOULD SUCK in infantry combat becuase of lack of amunition, grenades, scope ext.
While an Infantry SL kit would enable the SL to enage well with infantry, he would have no chance of doing anythign else!
So squad leaders that screw around will die. IF squad leaders want to live they must put every ounce of thought into utalising the abilities they have to the maxium.
HOWEVER good SLs still crucialy rely on the quality of the squad members......
3) Squad memebrs can still have access the unlimited kits (but please check * out near the bottom) and therefore are capable at killing enemy infantry quite well and possibly tanks HOWEVER this is totaly dependant on the unlimited kit setup and this could be adjusted.
But ALL squad memebrs have been given the ability to specialize in a particular area, namely they can request a limited number of exceptionaly classy kits!
PR players are not all that dumb and i promise you that if you had the choise between a few dull unlimited kits with m16's OR in an Amrour squad of manning a 120mm gun on an Abram OR in an Infantry squad packing an m16 with ACOG and M203, you would go with the 2nd and 3rd options ALWAYS!
4) Squad leaders can still kick the absolute silly plonkers who dont choose the cool kits AND/OR dont use the "super powers" that come with them properly. E.g. In an Armour squad but dont request the crewman kit OR drive a tank round in circles again and again and again!
And last of all:
5) There being more than 1 Armour Squad leader kit (2), almost certainly 9 Infantry Squad leader kits. So if your squad leader is a down right failure, it is still possible go off and create your own much more effective specialized squad.
HOWEVER limits on the number of certain SL kits and number of specialized kits like crewman and pilot to ensure, as i said earlier: a good ratio in the number of players as infantry, operating armour and operation airvehicles.
WIth the view that this system would be too complicate for the average player to operate and could be easily abused, it is quite undestanble to think it could put off possible good players who are playing the mod for the first time and ruining some games for good players.
HOWEVER i believe it is not too complicate considering the already BRILLIANT but midly complex CO object placemnet system and the 5 REASONS i have stated above while i believe such a system to be almost FOOL proof!
Therefore on that NOTE, i more confident that this system could run on all game mods and on all servers.
On a much much Cooler note:
We could know have insurgent specialized squads like:
RPG squads
Basicaly lots of RPGs, spotting equipement and very few small arms.
Ambush squads
Basicaly lots of IEDs, Mines, bombs galorE!!!! spotting equipement again and few small arms.
Infantry squads
Yes i know the same as i suggested in the org. post BUT these chaps would be packing lots of PKMs, AKs from here to kingdom come and more PKMs!
* In a conversionation with a developer, as one has

, i learnt that an extreme unlimited and limited kit setup had been proposed but turned down. This being, having a very small number of unlimited kits, possibly 1 or 2 (a rifleman kit basicialy) BUT with all other kits being requestable. The purpose being to aid the creaion of specialized squads HOWEVER i believe in the 0.6 enviroment it would not.
BUT WHEN COMBINED with the proposed system of a number of different types of SL kits, it could enhance fool prevention of 2) (see about list) becuase instead of all players having access to 4 unlimited kits that enable them to be quite successfull at all areas of Infantry combat it would seriously reduce their effectiveness in Infantry combat. With only 1 unlimited kit that all players would have to spwn as. This kit enabling them to enage in limited infantry combat BUT when compared with the specilaized infantry equipement like LMGs, UGLs it would be quite inaffective.
The purpose of this would be to encourage those in Armour, Air and other non Infantry squads to focus on their specialized jobs - request the kits they are aloud to and dont screw around with the medic, engi, rifle or spec opps kits.
Please note this would also be a perfect opertunity to bin the SL kit with out endusing RIOTs and such!
MichSt-Spartan wrote: If the players in his squad aren't doing what they want, the squad leader kicks them, it's that simple. If you put too many restrictions into the mod trying to induce teamwork, it's going to kill the mod.
Who ever said the Squad leader was doing what he should be doing! This restriction will force squad specialization and combined with a good CO, will kill the present fustrations of trying to get armour to support infantry or just as common, getting infantry to assult the damn flags in enough numbers!
Kill you it might, but for all those players out there who bum this level and sort of tactics, myself included,
every single PR game will be an out of this world experience!
Long Bow wrote:
One thing I noticed Top_Cat is that this suggestion in no way brings the Lee Enfield into the game, what gives? I thought there would be a Enfield squad kit??
I could totaly deride this thread with Enfield related paraphernalia but i am too damn passionate about this idea and intend to see it though till either something like this is attempted (did not say implamented) or Eggman is hardboiled....jkes, seriously!
ALthough the BlackAdder pic was set in WW1 and in most episodes you bloody know wel what they were PACKING!