"Cunning" plan for forcing Squad Specialization

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Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

'[R-DEV wrote:eggman']yeah, nice concept .. has some potential :)
Thank you Egg. Has some Potential, particuarly i thought in context with the reasont kit changes in 0.6, namely the number of unlimited being cut down to a basic 4 and all other speciazlied kits being limted - MASSIVE THANKS TO THE PERSON(S) WHO HELPED PERSWADED EGG TO AGREE TO SUCH* ;) - which would make the the gradual implamentation of a system like this easier but also make it much easier to invisage and contemplate, than if it was suggested and/or attempt back in 0.5 or even 0.4 or 0.3 kit enviroment.


The road ahead has already been partly paved, and paved well at that!







*comment based on remarks made by another DEV, who i believe not to be a lying scum bag and his comments not too be fictional, though PR father forgive me if i am wrong.
Last edited by Top_Cat_AxJnAt on 2007-07-20 07:03, edited 1 time in total.
Outlawz7
Retired PR Developer
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Post by Outlawz7 »

I dont think we need any idiot protection becuase i do believe all players when they request an officer kit do understand some of the responsibility they are taking on.
Wake up! *shakes Top_Cat back and forth*

Forgot the SLs, that start a squad, so they can get their Sniper/Marksman kit and fvck the rest of the squad?
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Top_Cat_AxJnAt
Posts: 3215
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Post by Top_Cat_AxJnAt »

LOL i have never actualy thought of that. From playng SL and like most, requesting an SL kit always, the idea of requesting a different kit does not exist. A crewman mabey, but such meant that in my mind Squad leaders could only request SL and crewman/pilot kits. THe possiblity for somethign else did not exist therefore i was blidn to the reality and therefore a possible problem.

But in theory with this system squad leaders could only request SL kits becuase only once the SL has choosen a specialization can other members of the squad, and possibly himself request other types of kits. Thus preventing sniper squads.


I know the DEVs have a habit of quietly working on great ideas but keeping the average fan in the dark. This is totaly accetable but when ideas assit developement significantly or come from fans, darkeness can turn to mild anguish!
So i would be gratefull if either the DEVs could enlighten us to any similar or relavent ideas that connect with this AND/OR they could lend there general DEV experience, particuarly in coding to help discuss and developt possible solutions to the problems already noted and other problems that have not been already realized.




MAIN GOAL: So we want to affect the kits the members of a squad can request in relation to the type of kit their SL has.


I suggested the use of rally points becuase i believed that different objectis could provide players with different types of kit. E.g. presently rally points dont offer H-ATs but APC's/IFV's do.
Therefore each different type of SL kit, could place a different type of rally.
The fact that rallypoints only offer kits to the squad that place the rally means that members from different squads cannot request specialized kits that are not meant for their squad. E.g. A members of an Air Squad cannot request a crewman kit from the rally of a Armour Squad.

However there are many other objects at which kits can be requested but more importantly, all players, which ever squad they are in can request all types of kits at them.

SO HOW DO WE MAINTAIN THE LIMITATIONS IMPOSED BY SQUAD RALLYPOINTS ON KIT TYPE REQUESTS FOR ALL OBJECTS AT WHICH KITS CAN BE REQUESTED?


I dont undestnad the kit limiting system proper.........dont say! BUT can it be coded "simply" or do we have to be imaginative? I got ideas but no point saying them if it can be solved with out having to trick the engine?
Last edited by Top_Cat_AxJnAt on 2007-07-20 11:37, edited 1 time in total.
Robbeh
Posts: 327
Joined: 2006-05-23 16:22

Post by Robbeh »

Apply the limits to the player instead of the objects? doing it this way would solve the problem of needing different models for rally points as the players would be locked to only requesting certain kits as soon as they join the squad.

There could be an issue when the squadleader dies and essentially loses his kit as this would then probably cause issues with the designation of the squad...
Although this could just enforce more teamplay and emphasize protecting the SL :-)
Rick_the_new_guy
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Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

Nice idea, and well written.

I like it.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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Outlawz7
Retired PR Developer
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Post by Outlawz7 »

This can be enforced without any additions to the mod.
Make a squad called AIR VOIP, or something like that, tell everyone to grab Pilot kits, whoever doesnt know how to fly, should be a gunner, who doesnt have VoIP, gets kicked, unless he can at least hear you.

I had this idea for an air squad on Kashan.
Make a squad of 4, lock it, 3 SMs get into the 2 fighters and the CAS jet, while the SL stays on the ground as Engineer with the engineer car and relays CAS orders from the commander to the A10/Frogfoot pilot, while the other two in fighters keep him safe.
When they land, SL brings the engy jeep to them, so they resupply/repair faster, also keeps an eye on the airstrip, if it gets raped, he repairs it and mans the AA missiles to scare the base rapers off with the lock on :)
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Robbeh
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Post by Robbeh »

True but having this kind of system in place enforces the teamwork that little bit more, keeping squads together operating in similar roles and prevents random players messing up the game too much...
shame theres no way of eliminating the first come first served sort of gameplay where the first guys in get the pick of what they want :-(
bigmoose332
Posts: 255
Joined: 2007-02-23 20:31

Post by bigmoose332 »

I like the idea of having specific squads for specific things, it sounds great!

It will also give the rally point two jobs. Spawn and kit requesting. Yes, I know that is the case right now, but atm you can get away without using the kit requesting aspect, most of the time. But with this system you would rely on the rally point for your squads kits to work out.

Saying that, with this system of making BOTH jobs of the rally point essential, it would be interesting to see how they are used..

Bigmoose
98% of the PR public agree, that I am the sexiest man in this community.
Maxfragg
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Post by Maxfragg »

the same idea was posted by me some time ago, but i suggested sniper squads and tankhunter squads in stead of air squads
MichSt-Spartan
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Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

This isn't necessary and would only hinder gameplay in special situations. 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.
Long Bow
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Joined: 2007-03-21 14:41

Post by Long Bow »

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.

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?? ;-)
Duke
Retired PR Developer
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Post by Duke »

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.

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.

One way around this would be to create it as a 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 that have serviced PR for a long time (iGi, thors etc etc) or the DEV server, which would then lock the server and only give out the password on the forums (similar to the old 'teamwork' gloryhoundz 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.
Last edited by Duke on 2007-07-20 16:38, edited 1 time in total.
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[R-DEV]Eggman - At one point it said Realtitty which I think was a Freudian...
Popa
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Post by Popa »

Top_Cat_AxJnAt wrote:I have a cunning plan.......


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Zodiaccup
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Post by Zodiaccup »

Popa wrote:Image
Baldrick, you wouldn’t know a cunning plan if it painted itself purple and danced naked atop a harpsichord singing “cunning plans are here again”. :lol:
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Clan member of Lost Platoon.
Top_Cat_AxJnAt
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Post by Top_Cat_AxJnAt »

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! :-P



'[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! :-P
'[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! :D

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! :D




* 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! :D





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!
Last edited by Top_Cat_AxJnAt on 2007-07-20 19:31, edited 1 time in total.
Fracsid
Posts: 115
Joined: 2006-12-12 00:35

Post by Fracsid »

Seperating infantry from vehicles should be as far as this goes. HAT, Sniper, SF, Medic, Financial Advisor, Chef, etc. squads would end up being grabbed by people just for the kits.

Infantry squads would be the only ones ever using a rally point. Crewmen and pilots would be too close to the base to ever use a rally point, and shouldn't be spawning on a rally point in the middle of nowhere anyways.

Having different kinds of rally points would only be needed if the ability to request kits from the main was removed, which causes or adds to another problem (see above..).

Infantry squads shouldn't have any crew or pilot kits to 'smooth the transition', with 2 crew kits and 1 pilot kit it ends up that half the squad can be off doing their own thing, which is more than the current usual.
Lampshade111
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Joined: 2007-06-08 19:37

Post by Lampshade111 »

Way too complicated for my tastes. We already have too many rules regarding kit selection, lets not add anything else.
[T]Terranova7
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Post by [T]Terranova7 »

Interesting idea, but it most likely won't work, at least with public servers that is.

For one, I could see some major confusion going on at the start of the round. Like people creating 3 air squads at once or something. Then everyone has to sort out what squad is doing what, who gets in on these specialized squads, and things of that nature start to come about. Then people complain about not getting on certain squads, things start to get ugly. I'd hate to be an Air SL or something and have 9 other people trying to get in.

Then of course, what happens when the SL carrying the specialized kit dies? Is it possible for the Infantry SL to suddenly request an air officer kit should the original Air SL die? Then you really end up with some massive confusion.

Combined with some of the other reasons previous posters have brought up, it just may not work as well as intended. Love the spirit, love the idea, but truth is organization on this level is really reserved for clans and tournaments.
billdan
Posts: 319
Joined: 2007-04-13 22:58

Post by billdan »

wow i really like this idea
minor things:
crewman sl should get a pistol
sniper sl and AT sl makes things too complicated...imo HAT should be available to an infantry squad

maybe the sniper sl and recon sl can be combined into a SF Captain=solution for the Specops debate.
members of the "SF Captain's" squad could request 3 SF kits (slightly more powerful with maybe frags) along with only the current limited kits you can only get from .6 rallies, no HAT

now im making things complicated...
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Outlawz7
Retired PR Developer
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Post by Outlawz7 »

Crewman should get SMG.

Lets derail again...

P90 for the MEC Crewman
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