Squad specific kits

Post your feedback on the current Project Reality release (including SinglePlayer).
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Squad specific kits

Post by waldov »

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Ive played quite a few good games of PR lately and believe it or not even some great rounds of kashan(i take back anything i ever said a about that map a good round of Kashan is really good). But i noticed one really obvious flaw in PR and that is the lack of specific squads.

Example you have a squads with 1 HAT 1 AR 1 AA and 1 sniper which is a complete stuff you to reality what i think needs to happen(assuming its possible with the bf2 engine) is specific squads who have certain kits available to them. ie. anti tank squad, infantry squad, support squad etc.

here is an example:
kit limits
#Infantry squad-unlimited
The basic squad for a variety of tasks.

rifleman -unlimited
rifleman AT -1
rifleman AP -1
Grenadier -1
medic -1
auto rifleman -1
MG -1
officer -1
HAT -N/A
AA -1
crewman -N/A
pilot -N/A
spotter -1
sniper -N/A
marksman -N/A
Engineer -1

#Anti tank squad-1
The squad designed for neutralizing enemy armored veichals and fortified positions.

rifleman -unlimited
rifleman AT -2
rifleman AP -N/A
Grenadier -N/A
medic -1
auto rifleman -1
MG -N/A
officer -1
HAT -2
AA -N/A
crewman -N/A
pilot -N/A
spotter -unlimited
sniper -N/A
marksman -N/A
Engineer -1

#Sniper team-1
Designated for removing hard to get at enemy personnel and provide accurate firepower for the team.

rifleman -unlimited
rifleman AT -N/A
rifleman AP -1
Grenadier -N/A
medic -1
auto rifleman -N/A
MG -N/A
officer -1
HAT -N/A
AA -N/A
crewman -N/A
pilot -N/A
spotter -unlimited
sniper -1
marksman -2
Engineer -N/A

#Support squad-2?
Capable of bearing heavy firepower on enemy positions and holding against massed infantry assaults.

rifleman -unlimited
rifleman AT -N/A
rifleman AP -N/A
Grenadier -2
medic -1
auto rifleman -N/A
MG -2
officer -1
HAT -N/A
AA -1
crewman -N/A
pilot -N/A
spotter -unlimited
sniper -N/A
marksman -1
Engineer -1

#veichal squad
Crewman only

#Airborne squad
Pilots only

#Recon squad-unlimited
Designed for observation and taking targets of opportunity

rifleman -unlimited
rifleman AT -N/A
rifleman AP -1
Grenadier -N/A
medic -1
auto rifleman -1
MG -N/A
officer -1
HAT -N/A
AA -1
crewman -N/A
pilot -N/A
spotter -unlimited
sniper -N/A
marksman -1
Engineer -1

Thats all i can think of but im sure there could be more. With specific squads PR would go from working with your squad to working with your team. It will go from being "itll be cool if we work as a team" to "we HAVE to work as a team". If some of the squads seem like there missing to many units this is the point. squads should need each other to make up for what they dont have. it sounds like a small addition but its implications could be huge.
so what do you think?
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paul161616
Posts: 377
Joined: 2008-07-08 17:24

Re: Squad specific kits

Post by paul161616 »

interesting, i like the concept. the amount of kits that youre allowing, are you thinking to make them only limited squad-wise? or team-wise? for example, if one or two (or whatever the team limit is) of the combat engineer kits have already been issued, can no other squads get one? or could you hypothetically have 9 engineer kits(one per squad)? hope that makes sense.
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Post by L4gi »

Theres mothing wrong with the current system. And making something like this, even if possible(which I doubt), is full retard. I think the fact that we have a lot of possibilities when making a squad is a good thing, not something we should fix. Also, what you said about too many special kits per squad is just the playerbase being retarded.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Squad specific kits

Post by waldov »

L4gi wrote:Theres mothing wrong with the current system. And making something like this, even if possible(which I doubt), is full retard. I think the fact that we have a lot of possibilities when making a squad is a good thing, not something we should fix. Also, what you said about too many special kits per squad is just the playerbase being retarded.
Whats wrong with the current system is that any squad can be the jack of all trades which makes the game unrealistic and also makes it unnecessary to work as a team. This would correct both these issues and actually give you more options when creating a squad as you can have more of what you want ie. sniper squad with 1 sniper 2 marksman and 3 spotters etc. in answer to the first question i was thinking that the limits for all team kits would stay the same ie. 2 snipers on a team max 2 HATs on a team max and so on.
Easy_driver1980
Posts: 42
Joined: 2012-10-13 14:39

Re: Squad specific kits

Post by Easy_driver1980 »

It works fine the way it is now.
And it's not like it happens all the time.
Easy_Driver
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Squad specific kits

Post by L4gi »

waldov wrote:Whats wrong with the current system is that any squad can be the jack of all trades which makes the game unrealistic and also makes it unnecessary to work as a team. This would correct both these issues and actually give you more options when creating a squad as you can have more of what you want ie. sniper squad with 1 sniper 2 marksman and 3 spotters etc. in answer to the first question i was thinking that the limits for all team kits would stay the same ie. 2 snipers on a team max 2 HATs on a team max and so on.
Ive played this mod from the start and I dont see anything to be gained from changing the squad system. Your suggestion of a sniper squad proves that infact you know nothing of the game.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Squad specific kits

Post by Mikemonster »

You leave 'HAT-sniper-CAS-recon' squads alone you! They are supporting the team! And giving the team Intel! Really!

Never see these philanthropists driving Logi trucks, mind. Unless it's to build a TOW fob.

I doubt this theory is possible, but it would be great to see a team limited to 4 Inf Squads, 1 CAS Squad, 1 Armour Squad, 1 Trans Squad, etc.

That way once everyone has bagsied the fun stuff the team will have to play a 'normal' [ish] role, and there might be a larger symbiotic 'blue blob' than we see currently.

Hell, make one of them a 'Special Forces squad' and teleport the people that join it to another server where they can slay bots all day long.

The OP suggestion would need simplifying a lot to work, but I like the idea.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Squad specific kits

Post by Mongolian_dude »

L4gi wrote:Ive played this mod from the start and I dont see anything to be gained from changing the squad system. Your suggestion of a sniper squad proves that infact you know nothing of the game.
L4gi, thats completely uncalled for. Make your point, but back off and dont make it personal.




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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Squad specific kits

Post by waldov »

L4gi wrote:Ive played this mod from the start and I dont see anything to be gained from changing the squad system. Your suggestion of a sniper squad proves that infact you know nothing of the game.
Sniper squads are legit if you've never worked in a sniper duo or maybe even trio then your doing it the hard way. Ive operated with teams of snipers,marksman and officers/spotters and racked up the kills of course mumble is essintial for this type of squad. which brings me to another point that squads will need mumble with this type of organization more then ever before which cant be a bad thing can it?
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Squad specific kits

Post by 40mmrain »

Suggest this to server admins.

In the same way a "tank squad" is totally recognized on most servers, and people are regularly kicked for taking tanks, when not in the tank squad, a "HAT kit" and "sniper kit" squad ought to perfectly valid justification for claiming priority over assets that are kits.
Easy_driver1980
Posts: 42
Joined: 2012-10-13 14:39

Re: Squad specific kits

Post by Easy_driver1980 »

40mmrain wrote:Suggest this to server admins.

In the same way a "tank squad" is totally recognized on most servers, and people are regularly kicked for taking tanks, when not in the tank squad, a "HAT kit" and "sniper kit" squad ought to perfectly valid justification for claiming priority over assets that are kits.
A kit is not a asset IMO. :)
And people usually use the sniper kit anyway in the wrong way and are just lone wolfing.
They don't lase aything,....don't call through enemy positions etc. and cooperate with other squads to take out high value targets.
For example there's a manned TOW and needed to be taking out from a distance.
But still,....for sniper kit I can understand your put point a little.
The HAT kit no way,.....that means only 1 sq can take the HAT,....
Then you get the thing that people want to claim the LAT kit also and so on.
Just my thought about it ;)
Easy_Driver
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Squad specific kits

Post by Truism »

I have an instant need to throat punch anyone who suggests sniper pairs. Add ballistics and windage and we'll talk about sniper pairs.
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ExeTick
Posts: 855
Joined: 2011-01-13 22:50

Re: Squad specific kits

Post by ExeTick »

I have an instant need to throat punch anyone who suggests sniper pairs. Add ballistics and windage and we'll talk about sniper pairs.


its going to be a sniper pair in PR now. Sniper and spotter. but you still need that medic with you..
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Squad specific kits

Post by Mikemonster »

Yep.. That way if you die you can get instantly revived and continue (how does it go?) providing intelligence for the team. :P
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Squad specific kits

Post by Heavy Death »

When im sniping, i dont need a medic. Thats how cool i am.

Also, this is up to server admins really, game, not sure if anything can be done, except playing with numbers of limited kits per squad/team.
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