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Re: Why no inter-squad teamwork?
Posted: 2010-02-10 11:12
by mati140
I agree that commander should be on the field to have more clear vision on situation, he's not Supreme Commander with 4 stars, he's major or captain. But he should still command. Mumble isn't used universaly yet so on server without Mumble s1 needs to take reports from squads, look at the general sittuation, choose the best way to take objective and give his plan to all SLs, better on indirect radio channel so all SL can hear him and discuss the plan.
Commander should be the guy that is realy good in strategical planing, loves RTS games and don't think that he's the centre of the world. So, as I wrote in previous post, commander should be designated by admins after some exams (and get admin rights after it, so he can kick SLs going stupid and not listening orders then), bc not everyone is a good commander. But it would be the best if Devs will make separated account and ranking system with realistic ranks. It must go with advanced SP training mode. It can look like this:
- every player should start with recruit rank and have no access to game server until he finish basic training;
- player should have no access to limited kits and vehicles until he finish trainings for them;
- player should have no access to SL untill he has propable rank and he finish SL training:
- same for commander etc.
- no ranking for singular players - it will make players thinking about own ranks instead of winning battle and finaly destroy teamwork
This would completely eliminate n00bism from servers but I think it's not possible. Yet.
Also SLs should report their sittuation to commander sometimes, of course when there is no close contact. Remember that even with mumble it's impossible for SL to know everything about current general sit. on the battlefield but it's possible for commander. Even on field commander can't see everything and need to ask SLs of squads wich work he can see about their plans.
However, when team takes objective the commander should order the team to defend the objective, go to objective and discuss defending plan with SLs, palce some defend stuctures and than needs to go back to main and use UAV to check the way to next objective and the position of enemy forces before team attack, telling their positions to all SLs, marking them on map, and discussing attack plan with SL with hot vision. To do that he needs always some quick transport close, jeep or light transport helicopter. Devs should place on every map some fast private commander's car, I mean jeep with camo not Ferrari of course, with driver seat accessable only by Commander, so noone will steal it. And it would just great if they will make UAV and area attack accessable from FOBs.
Last, but not least, the commander should stay in safe place. He don't need to be in the centre of firefight. He should stay as close to action as possible but without runing the risk of being engaged by enemy. He should also have at least 2 men for self defence. Team don't need dead commander.
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 11:30
by Heskey
Pretty simple answer:
No Commanders.
The most important function of a Commander isn't to call in artillery; it's to co-ordinate the team and make sure squads work together to compliment one another in achieving a common objective. Not because 'He's the Commander', but because the commander has the VoIP ability to speak to all squads, or individual squad leaders; and thus cross co-ordinate what every squad is doing to each other. (e.g. Jets don't fly over X, Squad Y says it's hot with AA) No fancy 3rd party programs required; just a microphone.
However, no one wants to be commander these days as:
A.) Rounds are too long; which can make staring at a not very detailed map not very interesting.
B.) Not many toys to play with; despite now being able to go onto the field, the lack of direct contact with a medic makes it kind if irrelevant.
C.) People just simply don't listen, whether or not this is because they:
i. Think they know better
ii. Can't understand the Commander
iii. Just plain don't want to
D.) A team seems to be capable of winning despite not having a commander, as most squad leaders have enough tactical wearabouts about them, that they can identify what other squads are doing, and where they need to be. The flipside of this is getting the blob/blue mob/blue army ambling from objective to objective.
---
However, an individual who is calm, clear, decisive, and organised can co-ordinate their team to victory. I've picked up on this, and with 0.9 and being able to actually go onto the field, I'm trying to be commander more than I used to; i.e. currently 'when I feel like it'.
Albiet briefly, myself and [T&T] Sadist_cain went onto an American server at about 3am GMT and it was Kashan, and we were the US.
I went Commander and had at my disposal:
Squad 1: Transport Squad consisting of 2 Blackhawks
Squad 3: Infantry Squad attempting to capture North Bunker
Squad 4: 3x Tanks
Squad 5: CAS Squad, consisting of a spotting SL, complimentary infantry, and a semi-skilled jet.
Squad 6: Cain & his mid-game 'left-overs' infantry squad.
As soon as I was familiar with who was what, and what they were doing, I said hi, and started asking for intel. I was very quickly recieving intel from Squad 3 about hostiles at South Bunker, which was duely passed on to Squad 5 where I witnessed from a building on a hill, some amazing straifing runs on South Bunker by their jet. I also got intel from Squad 5 about tanks, that was duely passed to Squad 4 and resulted in some tank shoot-outs.
I also had Cain requesting crates, which I passed to Squad 1, for a Firebase.
Although we were only on the server for about 30 minutes due to the time, in that short space of time I had 5 squads listening to me, despite some not having a microphone, and co-ordinated their efforts to compliment one another.
So why is there no co-operation unless there is Mumble? No Commanders.
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 12:11
by Incognito84
I've come to the conclusion that the only way to really enforce good behaviour and real teamwork in a mod or game like PR is with discipline and consequences. Often, there is nothing to stop you from being a complete *** in the servers. You *might* be kicked or banned occasionally, however that won't stop a lot of people.
It'd be nice to have a game exactly like PR but on a different and more complex engine that allowed for persistent ranks which are very hard to achieve and very easy to lose for stupidity. The ranks could unlock certain abilities, for example, the lower ranks could be stuck to being infantry and using light vehicles while the higher ranks could be allowed to do nearly everything.
In this situation, the highest ranking people could be commanders and their word would be like the word of god. They would be experienced and they would be very active. Everyone under them would be active in following their orders to the dot as the commanders would also have disciplinary powers.
Also this ideal game would somehow prevent people from stealing vehicles (mainly the flying kind) and assets from those who are in the appropriate squad for it...
Ah, ideals... If I had free time/programming skills/other requisite skills I'd already been constructing this dream.
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 12:32
by Heskey
I disagree with a system that limits people's ability to use vehicles/equipment due to their time played / achievements gained.
A non-smacktard new player should be able to drive a tank in an organised squad if they want to.
I get what you're saying, I do, but it's just not practical.
The best I can think of is granting server-registered commanders minor admin controls, such as the ability to !resign non co-operative squad leaders, rather than kick; as even when monitored this can be open to abuse.
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 16:51
by Kirra
[R-COM]BloodBane611 wrote:
This is completely wrong. A commander's job is not to micromanage his team, especially now that SLs can do everything except operate the UAV and send area attacks down range. A commander who is sitting at main is keeping 1 body off the field that could be used more effectively to help the team win. If you're an SL on a server, get on mumble, in the SL channel, and talk to the squadleader of whomever is driving the APC. A commander is not a telephone operator or a secretary, they're playing PR for fun. The reason so few people played commander in past versions is because he was tied down to a boring job in a game that's all about fun.
2 examples of how having a mobile commander helps:
First is from the PRT: Our commander was never in his command post (for multiple battles), he simply expected his SLs to get things done (admittedly with much more planning than goes on in any pub game). Much of the time he wasn't even in the commander position, he was leading a squad instead, often a specialized squad with a HAT or other special weapon, or placing FOBs in strategically useful places. We never won a battle by less than 200 tickets (out of 450), and the total time we played for the last 4 battles in the campaign was less than 4 hours. Now, there were a lot of reasons other than him being outside the command box all the time, but having an extra body on the field, especially one who is putting up spawn points or destroying key enemy vehicles, was a huge advantage.
Second is from playing on the T&T server today on Qwai: I went comm, primarily because all squads were full. Immediately, one SL in particular starts telling me I need to be telling everyone what to do, need to communicate more, etc. At that moment the team had very good momentum, were moving towards the second to last flag, had well placed FOBs, everything you might want from a good team. I saw no reason to interfere with that, so I didn't. During the course of the game I soloed 2 enemy FOBs, delivered supplies to that same complaining SL, and set up one of our FOBs in a strategic location (which turned out to be a waste, but could have been useful). If I had sat in the ACV all game we would have lost, but as it was we barely scraped out a victory.
Too many people are stuck in the mindset that the commander is in fact in charge. If the SLs aren't already on the ball, no commander is going to get them there. However, if those SLs are working together, a good commander who knows where to put down FOBs, or is willing to fight next to his squads, can give them the advantage they need to win over a similarly good team, whose commander is busy sitting in the box.
As a caveat, there are maps where the commander really does need to be in the box most of the time. All the insurgency maps really need the comm to keep the team focused on staying together, staying alive, and he needs to be constantly using the UAV to find the enemy caches. But in conventional warfare, that kind of recon is fairly useless, because the UAV is slow, has a limited field of view, and keeps the commander from doing more useful things, like setting up spawn points.
So... Lets see.
You were not ordering squads around. You were not using the UAV. You weren't responding to squads (hell, your VOIP appeared to be muted half the time). You were running around engaging the enemy, driving logistics and building FOBs.
Tell me, why the F**K were you occupying the commander position?! You could have done all of that in a locked 1-2 man squad. There is ABSOLUTELY no point in you being a commander if you run around doing stuff that you could have been doing as a SL.
And don't get me started on that Qwai round. I think I asked you like 4-5 times to get another squad to help us taking down an enemy FOB that was set in the middle of the map taking out pretty much everything with the TOW. That FOB probably cost us over 40 tikets alone. Oh and:
*Me calling in an arty strike*
"Dude, accept the area attack, there is a squad and a TOW here"
*Commander taking 3 years to respond*
"I'm keeping the area attack for our assault on their last flag."
"Fair enough"
Then, after about 2-3 minutes the enemy squad move away from that position and you accept the area attack request. WTF?!
/rant
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 18:26
by ANDROMEDA
While the closed section of proposals for PR I can make a few observations on team play. Two aspects that contribute heavily to the game - a new rallipoints system and squadlimitation. What I see today on the battlefield? Value of squadliders is reduced. Rearrange squads for the new attack is very, very difficult. As a result, some members of the squads are permanently lost from the rest of squad. All the innovations in these systems, personally I really like, but for gameplay it would be good to make small changes.
1. Rallipoint System. It is necessary to remove the limit of 60 seconds in the existence rallipoint, but increase the radius of its destruction in the appearance of 1 enemy to 200-300 meters. This saves us from rallipoints, standing not far from the point of capture, and make possible more efficient rearrangement squads. In this case rallipoints acts as a one-time camp for the squads, which is very easy to find and destroy, if it is too close to the enemy.
2.Squadlimitation. I believe that fire-team consisting of 3 persons is a very effective fighting unit, so it would be better to reduce the limitation of the number of people in the squads from 4 to 3, but 3 people can make available, only 1 limited kit, and for 4 people and more - all limited kits.
These small changes would be good complement all the new features of 0.9.
Re: Why no inter-squad teamwork?
Posted: 2010-02-10 19:16
by Heskey
Disagree on both accounts, sorry.
Re: Why no inter-squad teamwork?
Posted: 2010-02-11 01:40
by badmojo420
ANDROMEDA wrote:While the closed section of proposals for PR I can make a few observations on team play. Two aspects that contribute heavily to the game - a new rallipoints system and squadlimitation. What I see today on the battlefield? Value of squadliders is reduced. Rearrange squads for the new attack is very, very difficult. As a result, some members of the squads are permanently lost from the rest of squad. All the innovations in these systems, personally I really like, but for gameplay it would be good to make small changes.
1. Rallipoint System. It is necessary to remove the limit of 60 seconds in the existence rallipoint, but increase the radius of its destruction in the appearance of 1 enemy to 200-300 meters. This saves us from rallipoints, standing not far from the point of capture, and make possible more efficient rearrangement squads. In this case rallipoints acts as a one-time camp for the squads, which is very easy to find and destroy, if it is too close to the enemy.
2.Squadlimitation. I believe that fire-team consisting of 3 persons is a very effective fighting unit, so it would be better to reduce the limitation of the number of people in the squads from 4 to 3, but 3 people can make available, only 1 limited kit, and for 4 people and more - all limited kits.
These small changes would be good complement all the new features of 0.9.
I started to write a reply, but then realized I shouldn't even be replying to your obvious suggestions that are off-topic in this thread, and this isn't even the Suggestions section.
Please don't turn this into a place for suggestions. Or it will get locked. Discussion about inter-squad teamwork only.
Re: Why no inter-squad teamwork?
Posted: 2010-02-11 05:06
by dtacs
Heskey wrote:
A non-smacktard new player
A rare bunch, they are.
The best I can think of is granting server-registered commanders minor admin controls, such as the ability to !resign non co-operative squad leaders, rather than kick; as even when monitored this can be open to abuse.
Squad leaders don't have to follow the commanders orders, often bad commanders give an absolutely idiotic and impractical order without proper judgment of the situation.
Example: On Asad Khal I was given the order to move straight up and through south objective (as IDF) while there was 2 squadsworth of HAMAS spread out through the flag, stopping the teams movement. After telling him
twitter off I'm not doing that until we secure a firebase here for a respawn, he tells me 'well I'm the commander, you should do it'. Would it be wise for him to
resign me as such? I for one think it would be stupid as they have no primary way of determining the situation, secondary word of mouth from an SL in the thick can only go so far.
Re: Why no inter-squad teamwork?
Posted: 2010-02-11 10:46
by Heskey
dtacs wrote:A rare bunch, they are.
Squad leaders don't have to follow the commanders orders, often bad commanders give an absolutely idiotic and impractical order without proper judgment of the situation.
SL's can now mutiny the Commander

Re: Why no inter-squad teamwork?
Posted: 2010-02-11 11:11
by ludwag
Why is there no inster-squad teamwork
Because people don't use mumble. On Realityteamwork (The only server that forces use of mumble), there is inter-squad teamwork on every round. On squadleaders radio. It works very good. The team that uses most sl radio, is the team that wins.
Re: Why no inter-squad teamwork?
Posted: 2010-02-11 11:49
by ANDROMEDA
badmojo420 wrote:I started to write a reply, but then realized I shouldn't even be replying to your obvious suggestions that are off-topic in this thread, and this isn't even the Suggestions section.
Please don't turn this into a place for suggestions. Or it will get locked. Discussion about inter-squad teamwork only.
This topic affects gameplay and so I decided to write here. Maybe it's my fault. I am a regular player, I play on public servers and do not have the opportunity to participate in organized fights, where between the squads clearly assigned responsibilities, and they carry out the orders of Commander. On the public server this is quite difficult, because even squadmembers not always listen to their SL. People come into squads is not for the sake of team play, but in order to catch the kits what they want and being in the squads do not want to do with a piece of work. My proposed changes do not make PR easier game, but only complement the existing features. In reality, the squads can actually set up camp away from the enemy positions to rearrangements, if it is not possible to build a FOB. And also the reality of the infantry branch are divided into Fire-teams for 3 people that are very effective for intelligence, diversions, supporting the regular squads, retention of key positions.
Sorry, if this suggestions is a little away from main discussion of the topic.
Re: Why no inter-squad teamwork?
Posted: 2010-02-12 01:34
by badmojo420
dtacs wrote:Squad leaders don't have to follow the commanders orders, often bad commanders give an absolutely idiotic and impractical order without proper judgment of the situation.
Example: On Asad Khal I was given the order to move straight up and through south objective (as IDF) while there was 2 squadsworth of HAMAS spread out through the flag, stopping the teams movement. After telling him twitter off I'm not doing that until we secure a firebase here for a respawn, he tells me 'well I'm the commander, you should do it'. Would it be wise for him to resign me as such? I for one think it would be stupid as they have no primary way of determining the situation, secondary word of mouth from an SL in the thick can only go so far.
In my opinion, when a commander steps up and wants to lead a team like that, obey his orders and let him fail or win. The ball is in his court. I know that being in the action, it feels like you know more than him. But he has the advantage of communications with every squad. You never know, he might have had a great plan for distracting the enemies while your squad moved in.
I believe that a squad leaders job is to ensure his squad works together to the best of their ability, and ensuring their safety. But, the squads mission is decided by the commander. If he orders you into the shit, he doesn't expect you to run into enemy fire & die like lemmings. He expects you to do your job and lead your squad in an assault on an enemy position, however you can get it done. Worrying about a spawn point is the last thing a squad leader should be doing. Unless maybe the squad is named "Logistics" or "FOB DEF" but since he ordered you to assault a flag with lots of enemies on it, I'm guessing you were running a common infantry squad?
ludwag wrote:Because people don't use mumble. On Realityteamwork (The only server that forces use of mumble), there is inter-squad teamwork on every round. On squadleaders radio. It works very good. The team that uses most sl radio, is the team that wins.
Are you sure it's because of mumble that people instantly start using inter-squad teamwork? Are you saying that RT would be pure kaos and resemble a common public server if the mumble server went down? I think not.
I think mumble helps those who already want to use teamwork to its fullest. But I have trouble believing that people will WANT to use more teamwork if mumble was enforced on every player.
My point is that mumble isn't the allmighty answer to curing the lack of teamwork. It just makes it easier for those who already are using teamwork.
What I initially wanted from this thread were some ideas on way to encourage teamwork from even the most vanilla noob. Without having to force it on people, through tough administration by the people running the server.
Re: Why no inter-squad teamwork?
Posted: 2010-02-12 02:24
by dtacs
badmojo420 wrote:In my opinion, when a commander steps up and wants to lead a team like that, obey his orders and let him fail or win. Not going to let a team fail due to the incompetence of a single person. The ball is in his court. I know that being in the action, it feels like you know more than him. Because we do, and regardless of UAV support the fact remains that he was issuing orders without gathering intelligence first. I know this because he was using V chat and not B chat to speak to squads individually. But he has the advantage of communications with every squad. Which are only useful when he uses them properly. You never know, he might have had a great plan for distracting the enemies while your squad moved in. He didn't, and most of the time dropkick commanders are the bane of the team.
I believe that a squad leaders job is to ensure his squad works together to the best of their ability, and ensuring their safety. But, the squads mission is decided by the commander. If it is, then he better start issuing me orders from the start of the round and not 1/3 of the way through. If he orders you into the shit, he doesn't expect you to run into enemy fire & die like lemmings. Obviously not, but I made an informed decision not to due it, and as the round progressed it was the smarter choice. He expects you to do your job and lead your squad in an assault on an enemy position, however you can get it done. Worrying about a spawn point is the last thing a squad leader should be doing. No. The spawn point and backup point, aka Plan B, is one of the most important points a squad leader must pay attention to. If your squad wipes, spawning at main is the last thing you want to be doing unless you are going mechanized or transforming to an asset-based squad. Unless maybe the squad is named "Logistics" or "FOB DEF" but since he ordered you to assault a flag with lots of enemies on it, I'm guessing you were running a common infantry squad? Clearly.
.
badmojo420 wrote:Without having to force it on people, through tough administration by the people running the server.
Unfortunately that is a pipe dream, because you will find most people that play this game are idiots.
Re: Why no inter-squad teamwork?
Posted: 2010-02-12 03:24
by badmojo420
dtacs wrote:most people that play this game are idiots.
And you're helping them when you go above and beyond your duties as a squad leader to ensure the entire teams progress. Idiot commanders and players thrive on the efforts of people like you. You're enabling them to have fun and win, while being a complete idiot.
Re: Why no inter-squad teamwork?
Posted: 2010-02-12 03:35
by tim8002
BlackFallout wrote:Right now the servers are inundated with noobs I played in an APC squad and the driver of my APC just decides to start driving all over the place. This was on silent eagle and we were in a BTR..... and then promptly got killed. I asked him what he was doing and he said looking for stuff to kill......
haha, if that was earlier tonight(hardcore I think?), I was the guy on the TOW who killed you... I was wondering why that BTR sat in one place and let me shoot'em.
Re: Why no inter-squad teamwork?
Posted: 2010-02-12 10:21
by dtacs
badmojo420 wrote:And you're helping them when you go above and beyond your duties as a squad leader to ensure the entire teams progress. Idiot commanders and players thrive on the efforts of people like you. You're enabling them to have fun and win, while being a complete idiot.
Having idiots (aka noobs, retards, dropkicks, deadbeats, smacktards) on a team gets you nowhere, and nowhere is infinitely far from
winning.
Well I'm glad I have the mutiny button now.