manligheten wrote:Could use more trans trucks and helis. 10-12 man sq works really well also. You can make 8 men sq out of 12, so...
True, though the usefulness of squads and the communication between members seems to break down at around the 10 player mark. If the squad is spread out then mumble squad chat is often drowned out, but equally having 10-12 people close together is bad for the team. When you have so many people in a squad it's hard to tell who's who, hard for the squad leader to control, and all too easy for the chat to become overwhelmed, incoherent and frustrating.
The name-tag problem is exacerbated when you have so many people in a squad, I've been deeply frustrated when there have been two disparate groups, even if just one or two people can't maintain mumble squad silence then you can't tell who's talking, can't tell who's next to you and who's in the other 'fire-team' and as soon as you get in contact, all elements of coherency in mumble break down as contact bearings are called out and you don't know where the bearings are relative to.
It can be pulled off, certainly, but if you want to have an effective team it's better to divide and conquer.
edited to add: I think there should be the same number of helis, with trucks to take up the slack. Just having more helis unnecessarily takes people off the battlefield. Two Helicopters should be enough for most situations, and losing them
should make things more difficult (then your pilots could perhaps use the trucks to resupply.
The majority of problems I've seen with helicopters has been that they've been shot down,
not that there's too few of them to cover the team. More helis would just mean more would get blown up, it wouldn't mean your team would be supplied any better. Also it would mean there would be 3 or 4 helis milling about in base doing bugger all rather than just the normal 2.
manligheten wrote:Yea, but it much better with new mumble.
The new mumble is a
massive improvement, and makes the large scale possible. However I've noticed garbled voices on local chat with large numbers of players, and it generally cannot alleviate the general communication clusterf**k it can turn into with large squads.
manligheten wrote:Twice as many clients and twice as many objects would imply 4 time as much data usage, but some what lower, due to headers etc.
Yeah that's what I was imagining as a worst case.
manligheten wrote:Yes I agree, but no. To easy for grievers to destroy the game and you can't really recognize squad mates names.
Well there's one way to find griefers, either they'll team kill one of your guys and you can report them from that, or if they're being sufficiently annoying you can team kill them to find out their name. It's far from ideal but a solution if name-tag problems can't be solved.
I was thinking that mumble has an overlay, and it also has player positions for doing local chat (are close players positions held client side?), and it also has some information about yourself. It would be quite a hack and a hell of a mumble plugin, but could it be possible to show name-tags in position via the mumble overlay?