128 player Team Hierarchy

General discussion of the Project Reality: BF2 modification.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 Team Hierarchy

Post by Arc_Shielder »

cyberzomby wrote:Better need mumble for that. Can you imagine the mess that it will make in VOIP?!
Agree, but that's another question.

Everyone talks about implementing Mumble in-game as in replacement of BF2 VOIP. But we the common gamers are not sure if it's possible. Again, we would have to ask for DEVs clarification.

If not, i'm pretty sure the DEVs must be hesitant in turning off the in-game VOIP in favour of everyone installing Mumble. For the obvious reasons, they might lose some audience.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 Team Hierarchy

Post by KingKong.CCCP »

Frankly, I don't see why it should be a problem to fully integrate mumble into BF2.
DEVs are already using TR.exe process in the background, TR could run mumble also, pass on certain commands (join/leave team/platoon/squad). Mumble already has the info where you are on the map, and TR has the knowledge of the squad you're in, and your position.
Plus mumble is an open source software.

IMO, after all the things DEVs did with python code and PR, with memory hacking to increase player number - mumble integration looks an easy task for the team.
(I suppose I could be wrong, but hey, it looks like that)
Last edited by KingKong.CCCP on 2011-03-05 14:20, edited 1 time in total.
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: 128 Team Hierarchy

Post by ghoststorm11 »

As a pure armor driver/commander. I would love 10-12 person armor squads. Oh the amount of area that could be covered and the strategies that could be employed. I hope they add maybe one or two more armor assets on armor maps (like tanks, aavs, ifvs, ect) to help balance it. It may be too difficult for armor players to find room in the big servers with the current amount of assests available. I dont want them to overdo it, but a happy medium is always a good thing.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 Team Hierarchy

Post by Elektro »

Does voip create lag on 128 player servers?
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 Team Hierarchy

Post by goguapsy »

Elektro wrote:Does voip create lag on 128 player servers?
I didn't have issues.






Hey, isn't an 8-man squad better for organization rather than a 12 one?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 Team Hierarchy

Post by Arc_Shielder »

goguapsy wrote:
Hey, isn't an 8-man squad better for organization rather than a 12 one?
Exactly my suggestion. 2 more members in VOIP can't possibly lead to chaos.

Even though Mumble implementation would be far better.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: 128 Team Hierarchy

Post by ytman »

A while back I did all the maths:

We currently have 6 men a squad, with 9 total squads, and a maximum of 32 players a team.

In theory this maximizes out to be

6*9=54 players.

32 players (or 31 with 1 CO need to be in a squad) which means we have a leeway of 22-21 player spots not being taken by a squad.

If we go to 64 players with only 9 squads and a capped out squad size of 8 we will have:

9*8=72

72-64=8

Only Eight total spots can not be taken up in comparison to our current version with a leeway of 22!

If we reduce the player count by 14 to an even 50 we get back to that nice sweet spot of 22.

This is why I vote for 100 player maximums.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 Team Hierarchy

Post by Elektro »

ytman what difference does it make if there are 22 unusable spots rather than 8?
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: 128 Team Hierarchy

Post by ytman »

In a normal match you get things like:

1 CAS [2-3]
2 RCN [locked at 2]
3 Tank [locked at 2]
4 Tanks! [unlocked]
5 Infantry [unlocked]
6 Clan Tag [locked at 4]
7 Infuntry! [locked at 5]
8 Helo [locked at 2]

With a 32 player limit you are looking at 30-1 players assinged to a squad.

Now with 64 players with a cap at squad size of 8 the same load out will be:

1 CAS [2-3]
2 RCN [locked at 2]
3 Tank [locked at 2]
4 Tanks! [unlocked] (+2)
5 Infantry [unlocked] (+2)
6 Clan Tag [locked at 4]
7 Infuntry! [lets just unlock it] (+3)
8 Helo [locked at 2]
9 Left overs! [unlocked]

That is 45 people assigned to a squad! You are missing the next 19!


The unused spots allow for squads to lock at a certain number allowing for the SL to design what type of squad he wants to run while still allowing for enough squads to exist so that all players can get in a squad.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: 128 Team Hierarchy

Post by doop-de-doo »

Commander -> Squad Leader -> FireTeam Leader.

A fireteam is a division of the squad. There can be more than two divisions.

Best case scenario:
SL commands two fireteams each with their own leader.
SL is free to command, not fight.

Adaptive:
SL commands a fireteam (half of the squad, another SM commands the other fire team (the other half) under SL orders.
SL must keep an eye on his fireteam members and fight.

No fireteams:
SL commands every individual directly.
SL must keep an eye on his entire squad and fight.

Worst case scenario:
SL only engages and doesn't manage his squad.

:evil: B4TM4N :evil:
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: 128 Team Hierarchy

Post by Redamare »

*Guys i dont think your reading the first post close enough * " OKAY yes i understand now that a Fire team isnt the right terminology SORRY read my FIX . 2nd Platoons? NOO WAY the whole point of this post ist to Create better Communication and team work within the game not Split the team up into 4 groups with 4 squad leaders and have Absolute Chaos. you cant have 12-20 players in a Squad because theres too many people to keep charge of. Plus the fact you cant keep a Human blob of 20 Secret / hidden from enemies since the maps arnt big enough.Squad sizes of abround 6-9 would work the best.

If we could simply increase the number of squads available then we could get enough places to put the Extra Men if we have 64 people on a Team Divided by the size of the Squads 8 we would need 8 Squad positions with atleast 3 - 4 open Squad spots for Smaller squads suchas CAS/TANKS/LOGI/Morters ETC.

my origional idea was have an over seer of two squads at a time ( Fire team leader) which isnt realistic because that doesnt exsist but what ever the person who coordinates squad movments and is under a commander is what they should be called. if its at all ppossible.

Overall the Main idea is * HAVE AS FEW PEOPLE IN A SQUAD AS POSSIBLE * 6-9 . . . .10-12 people gets a bit chaotic even 9 people is hard. this is all from experience from playing the 128 server as a squad leader like i said in my first post its all about coordination and the ability to control and manage a squad.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: 128 Team Hierarchy

Post by Zoddom »

if every squadmember would follow orders and if the squadleader would make straight decisions then you could even manage 12 man squads.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: 128 Team Hierarchy

Post by ytman »

Redamare wrote:Overall the Main idea is * HAVE AS FEW PEOPLE IN A SQUAD AS POSSIBLE * 6-9 . . . .10-12 people gets a bit chaotic even 9 people is hard. this is all from experience from playing the 128 server as a squad leader like i said in my first post its all about coordination and the ability to control and manage a squad.
I agree entirely with you.

I'm really hoping they can find a way to modify the CO screen to allow him to work with more squads... that and if they could even allow for more squads at all....
Sirex[SWE][MoW]
Posts: 158
Joined: 2009-07-22 09:46

Re: 128 player Team Hierarchy

Post by Sirex[SWE][MoW] »

The best thing we can do is add a fireteam leader kit and make that work within the game and keep the 12 maximum keeping in mind the bf2 engine.

Sure i would love platoons and variable squad sizes, that is why i play Arma 2.
In Arma2 we can freely set squad platoon size and hierarchic, thus getting inf platoons with squad size matching for the different armies if we want to. We can even adapt to mechanized infantry which need a lower squad limit.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player Team Hierarchy

Post by goguapsy »

Hmm, with 8-men squads, there were no issues on my team... And we lost, so I guess there was no issue with the other one as well... I mean "squadless people-wise".

Basically, this:

AIR squad has all trans choppers, attack choppers, jets and snipers/spotters.
ARMORED squad has all armored assets - APCs, Tanks and AA (they are complementary to each other... They should be working togheter anyways). There will probably be 2 squads, depending on the map.

INFANTRY squads should have, well, an infantry squad (again, I think 8-man squads are great for size and organization, able to split into 2 fireteams without much complication. Imagine if people leave or join a 12-man squad in the middle of a round... Chaos!) It's all up to the SL, really. 8-man squads are big enough for assault/support/leadership fireteams (read below).

CLAN squads. Nothing against those, as long as they don't lock under at least 4 or 6 people (depending on server rules). I think it is cool to play with buddies and stuff, but perhaps they don't need their own squad... I mean, you are a clan. Why not use TS or mumble and share the squad with another clan, and simply don't use the Squad VOIP (just when necessary, ie. they are working together?) Two separate squads in the same slot!


For this to work, I think that all servers should enforce mumble. Before that, though, all mumble-related issues should be addressed (such as lagging, as some people have reported).
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: 128 player Team Hierarchy

Post by doop-de-doo »

No need for special fireteam leader kits.

A fireteam leader is anyone in a squad whom the squad leader designates at anytime. That person would fulfill his duty as a regular member of the squad, but has commanding power over the rest of his fireteam. His mission is to organize and oversee that portion of the squad's maneuvers.

My personal suggestion is one of the Medic, Automatic Rifleman, Grenadier, Marksman, or Sniper classes. People who normally aren't the first into the combat.

Adopt callsigns for your fireteams in all communications to help you filter out the messages meant for you and your team. e.g. "Squad leader", "Alpha", "Bravo"; or "Assault", "Support", "Security"; etc.
Last edited by doop-de-doo on 2011-03-07 19:09, edited 3 times in total.

:evil: B4TM4N :evil:
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player Team Hierarchy

Post by goguapsy »

^Whilst that makes sense, I had had a hard time accomplish such fireteam separation... in a 6-man squad.

I would die if I had to do that in an 8- or 12-man squad... hehe XD
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: 128 player Team Hierarchy

Post by WelshManDan »

the best way to achieve 2 fireteams in a squad of 8 (if its possible in BF2) is to use a Similar system to the Squad leaders numbers on the Minimap, except you have [Squad 1] (1) for the squad leader, and (1) for the first fireteam [there will only be 2 fireteams anyway]

I have no idea how to do this, probably some way to link the Officer Kit to show up on the Minimap, and give the second Officer Kit in a squad a seperate colour.

If this made no sense to you, raise your hand and ill try again....
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: 128 player Team Hierarchy

Post by doop-de-doo »

I'll give you a greater example of fireteam use to hopefully make it easier to digest.

It doesn't matter how you decide to divide your squad.
---
Scenario:
INF squad plans to progress down a road to reach their desired destination at the end.

SL takes two on one side as fireteam "Alpha", sends other three to other side as fireteam designated as "Bravo". Fred is the fireteam leader.

They progress down the road checking buildings for enemy.

One of Bravo team gets contact. He informs his fireteam (and also the rest of the squad) of the contact. "Bravo. CONTACT!"
Fred asks, "Bravo, how many?"
Response: "Bravo, three infantry."
Fred: "Alpha can you assist Bravo?"

Alpha team knows that something is happening on the other side of the road because the callsign "Bravo" was being used.

SL (in alpha) responds: "Alpha moving to assist. Alpha, let's get to the other side of the road."

"Bravo, Medic! I'm down. They're throwing nades."
Medic (in Bravo) "Bravo, will revive when area is clear..."
---
Hope this helps.

:evil: B4TM4N :evil:
Post Reply

Return to “PR:BF2 General Discussion”