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Posted: 2007-08-28 17:23
by arjan
Indeed !! :D
i hate solo tankers
And specializations should be great :D !!

Posted: 2007-08-28 18:08
by Tartantyco
-Any word from DEVs yet? I smell hardcoded...

Posted: 2007-08-28 19:30
by AnRK
Hahahah, love the word ENFORCE in bold. I think that's the sad thing about the whole matter, people are too stupid/selfish to actually play properly in the first place, so they have to be forced to.

Posted: 2007-08-28 20:08
by BlackwaterEddie
Its not that, its just trying to get the community to play as a team, not a group of teams playing seperately.

Posted: 2007-08-28 23:19
by e-Gor
I've been bullied far too much by doc to come and post in here... he's rather possessive of his suggestions...

This is entirely possible - but what may not be so possible is displaying the relevant info to the squad. I won't go into the details here, but it would add more strain to the usability aspects that we're already having problems with in recent versions with us being unable to provide a proper way of feedback through the HUD.

If there were a way to do this, it would also make it possible to do a much more advanced and versatile method of enforcing specialised and balanced squads... however it's almost certainly the case that we're limited to the squad system that came with the game.

So, although it's all possible to code, usability issues due to the limited scope for adding new features to the HUD would make it (and therefore the mod as a whole) inaccessable to all but the most experienced player.


Happy now, Doc? :P

Posted: 2007-08-29 00:30
by Doc
'[R-DEV wrote:e-Gor;470932'] [Doc] is rather possessive of his suggestions...
Damn straight! :mad:

Thanks, e-Gor, for dropping by. I really hated bullying you
into it, but I thought you said you would do it a few
days ago
.

And yes, I am quite content with your input.

Posted: 2007-08-29 05:42
by pasfreak
maybe we could have a really small, separate version of PR called PR Bootcamp, with a couple of servers (or maybe even singleplayer), that teaches you everything. make it nice and fast paced.

Posted: 2007-08-29 14:06
by UncleRob199
billdan wrote: if more kit loadouts were made for sf squad, perhaps a total of 4-all with pistol and both frag/smoke grenades: captain (m4a1 with ACOG, soflam, flashbangs, can set rallies, body armor), demolition (M4A1 w/ Aimpoint and multiple smaller c4 bricks, no armor), weapons seargent (M4A1 w/ ACOG and M203:3 shells, flashbangs, body armor), medic (M4a1 w/ aimpoint, no armor).
support and sniper/marksman, Rifleman AT should also be available to sf squad.

perhaps a foward air controller (FAC) kit could be added to the air squad?
I'm liking this idea! Then the SF squad could have a SF medic and the infantry squad could have an Infantry medic OMGWTFBBQ! Excellent I like it

Posted: 2007-08-29 16:15
by [uBp]Irish
my biggest problem i see with this type of setup, is that it's really up to who loads in faster, and makes their squad, "Squad X".

You might be the better crewman for a tank crew, but because some guy loaded into the map .1 sec faster than you and created the squad, his squad is now the only group of people able to drive the tanks/armor. Not even taking into account the ability of choice in a "game", you now are only allowing a group of people to use a set of vehicles that would potentially make or break the round.

You, the guy that actually knows how to play in a tank with your friend, cant do **** because some other guy that sucks monkey balls with it, has made the squad before you had the opportunity to, and is now the soul squad able to use those vehicles. You now have no way to play with tanks.

Now you say "well, just join the squad". What if they are just elitests, that then instantly lock the squad after their buddies join. Now what.

(This is going on the idea that another one of those mechanized/specialty squads has already been made, and the max number of squads has been filled for that specialty).


so now, you've pretty much resorted the game back to vBF2, where everyone stands at the spawn point spamming "Enter Vehicle Key" so that they can get in the vehicle, or "squad" for this analogy, first.


it sounds great in theory, and dont get me wrong, the presentation is excellent, it just seems that the people that would actually use the "speciality squads" to the fullest extent will be screwed over if some nublet feels like dicking around in a tank for the whole round.

Maybe the there wouldnt be a max number of squads for any type of speciality, but then you have what we have now, where the SL's are already designated the squads.


I see the idea, and it's very interesting. i was about to post something about how it takes away from the player's choice/ala AA, but after i read it i like the idea. i just see this extreme fear that some new person that has no idea what they are doing is going to take the opportunity away from someone that knows what they are doing, to play the game to the fullest extent.

The idea of a noob, driving off to the bottom of the map where no flag is insight, dicking around shooting at trees, makes me want to explode, knowing that if i was in that tank, i could be dropping t-90's left and right, or atleast making a hole so my team can go through.


dont just apply this to armor either, think of the airpower squad too. some noob makes an airforce squad, locks it, and then get's a pilot kit, get's in an a-10, bombs friendly forces, then crashes in the ground. i've seen it before. now just imagine, you cant do anything about it, because the other airforce squad has made the max squad list.

now you play infantry, which you might suck horribly at (in my case atleast).


---------------


the other concern (omg he hasnt written enough?) is that this is going to be too confusing to new players.

the PR system i know strives for reality, but the fact that more requirements to get stuff, more squad memebers to get RP's, the distance... etc. etc. etc., along with this, might just be too overwhelming for a new player wanting to play this indeed awesome game.


just my.. well.... 1$... cause i think that's more than 2 cents.

Posted: 2007-08-29 22:24
by [uBp]Irish
bump for replies. i'm kinda interested in this topic now.

Posted: 2007-08-29 22:52
by BlackwaterEddie
my biggest problem i see with this type of setup, is that it's really up to who loads in faster, and makes their squad, "Squad X".

True, but id like to think that someone who knows how to fly will start the airforce squad and use it properly, if not, there are always admins.

You might be the better crewman for a tank crew, but because some guy loaded into the map .1 sec faster than you and created the squad, his squad is now the only group of people able to drive the tanks/armor. Not even taking into account the ability of choice in a "game", you now are only allowing a group of people to use a set of vehicles that would potentially make or break the round.

What defines whether someone is good or bad at something? its a pretty elitist attitude to take to be honest.

You still have choice in the game, as has been stated earlier, you choose which squad YOU want to join, if its full, oh well, maybe next round.

Ive been playing PR for a while now and have never managed to get into a Jet, im not sour over the fact and id like to think people play this game because of the raw infantry section, not because they get to play with the toys.

You, the guy that actually knows how to play in a tank with your friend, cant do **** because some other guy that sucks monkey balls with it, has made the squad before you had the opportunity to, and is now the soul squad able to use those vehicles. You now have no way to play with tanks.

Take up another battlefield role?

Now you say "well, just join the squad". What if they are just elitests, that then instantly lock the squad after their buddies join. Now what.

(This is going on the idea that another one of those mechanized/specialty squads has already been made, and the max number of squads has been filled for that specialty).


I wouldnt mind seeing the squad lock function going, it seems to be only used by pilots and general smacktards.


so now, you've pretty much resorted the game back to vBF2, where everyone stands at the spawn point spamming "Enter Vehicle Key" so that they can get in the vehicle, or "squad" for this analogy, first.

...You havent noticed everyone requesting kit as soon as the map starts like theyre playing counter strike?

it sounds great in theory, and dont get me wrong, the presentation is excellent, it just seems that the people that would actually use the "speciality squads" to the fullest extent will be screwed over if some nublet feels like dicking around in a tank for the whole round.

There are always admins to talk to, are there not?

I see the idea, and it's very interesting. i was about to post something about how it takes away from the player's choice/ala AA, but after i read it i like the idea. i just see this extreme fear that some new person that has no idea what they are doing is going to take the opportunity away from someone that knows what they are doing, to play the game to the fullest extent.

Its up to yourself as a seasoned player to point them in the right direction, thats the only way this community is going to get larger and keep the mod fresh and fun.

The idea of a noob, driving off to the bottom of the map where no flag is insight, dicking around shooting at trees, makes me want to explode, knowing that if i was in that tank, i could be dropping t-90's left and right, or atleast making a hole so my team can go through.

Talk to an admin, in my teams old server we kicked people from the server for dicking around, look at it this way, people dont pay for servers so people can **** about in them, they want people to have fun.

dont just apply this to armor either, think of the airpower squad too. some noob makes an airforce squad, locks it, and then get's a pilot kit, get's in an a-10, bombs friendly forces, then crashes in the ground. i've seen it before. now just imagine, you cant do anything about it, because the other airforce squad has made the max squad list.

Press page down when he kills half his team and hell be kicked before you can shout "bouncing betty"

now you play infantry, which you might suck horribly at (in my case atleast).


Its going to force you to brush up on your infantry skills then isnt it mate :P

Posted: 2007-08-29 22:57
by [uBp]Irish
i luv you..



that was my practice at devil's advocate :P

Posted: 2007-08-29 23:00
by BlackwaterEddie
Ahhh, you cheeky bugger.

Posted: 2007-08-30 00:58
by OiSkout
My only gripe with this is I can no longer have squads with attached assets(eg - tank + 4 infantry). This destroys my immediate communication with the tank and would require me to relay to commander or type it out. I often love having a tank backed by infantry squad. Not only can I still set rally points up, the tank can cover us in open terrain while we can cover the tank easily in tighter areas.

Another problem would be the mess of radio chatter. Imagine having a 6man squad in 3 tanks. "Back up, back up!" Wait who said that? Now everyone goes in reverse. And I assume you guys can figure out other lines. Granted, you can say tank 1, 2, 3, etc., or just memorize peoples voices. But people can also speak at the same time.

However, those are only issues if you can only create one of each. A fix would be having the same number of squads equal to the number of spawnable vehicles. For instance, there are three tanks, so you can make three armored squads.

Posted: 2007-08-30 01:01
by Duke
Ahhhhhhh i suggested this idea of squad specialization yonks back on the tester forums and it got ignored. Oh well. :(

Anywho, glad to see its been put together far more thoroughly presentation-wise than my idea, and that people are actually paying attention! One interesting thing is that having a spec ops squad would suggest the need for spec ops to actually become a limited kit, which is something im sure many would like to see.

Posted: 2007-08-30 04:58
by Onil
well i would really like to see a kit or specialized squad for recon and sabotage... and make it so taking down rally points and enemy assets would give you as much score as assaulting the flags does... this would make it as important as assault is and i would really like to see the number of enemy rally points destroyed on the stats

Posted: 2007-08-30 10:46
by BlackwaterEddie
[R-MOD]Dukemeister wrote:Ahhhhhhh i suggested this idea of squad specialization yonks back on the tester forums and it got ignored. Oh well. :(

Anywho, glad to see its been put together far more thoroughly presentation-wise than my idea, and that people are actually paying attention! One interesting thing is that having a spec ops squad would suggest the need for spec ops to actually become a limited kit, which is something im sure many would like to see.
Well, my initial thought was to have the spec ops not just as a limited kit but also having upgraded versions of each of the basic infantry kits.

Posted: 2007-08-30 12:17
by AnRK
Yeah, if were going to have such a squad it would seem pointless if they didn't have different kits. However I also think it's equally pointless if these squads are not permitted to enter enemy bases and wreck havoc, and other such taboos associated with going behind enemy lines. Obviously this would mean some way of having main bases permanently defended without forcing players to stay back, perhaps having bots manning MGs ans such or whatever the devs might be able to work out.
BlackwaterEddie wrote:my biggest problem i see with this type of setup, is that it's really up to who loads in faster, and makes their squad, "Squad X".

True, but id like to think that someone who knows how to fly will start the airforce squad and use it properly, if not, there are always admins.
Also people already rush for assets such as helis with reckless disregard for anything, the fact they'd have to make a specialised squad to do so would just make them more accountable, and have to play in a more organised fashion. Which hopefully in turn might make them more responsible players.

Posted: 2007-08-30 16:13
by Doc
At least, that's the idea.

But, you know what they say...

"Make something idiot-proof and society will make a better idiot."

Posted: 2007-09-01 16:51
by nicoX
Excellent idea. This will make teamwork a have to. There will be less lonewolfs and guy's picking up vehicle kit's when the rest of the squad is doing something else.

It would be a good toll to the commander as he will have a good control of his squads. There is to much tanks/apc's on the run without anyone controlling them. With this the commander will be in control of tank, airsupport... giving direct orders as when to move or hold. If a infantry squad will be in need of airsupport they will be sure that will get it.