Page 1 of 3

Forced spawn on devfile?

Posted: 2007-04-08 20:00
by Desertfox
Im wondering what you guys think about possibility using TG's script where they have 90 seconds to join a squad or get kicked. What do you guys think? Even if everyone agrees it still may not be added though :P

Posted: 2007-04-08 20:02
by Randleman5102
That sounds real good. But what if all squads are full and theres a few guys left, but noone wants to make a squad?

Posted: 2007-04-08 20:06
by Desertfox
Randleman5102 wrote:That sounds real good. But what if all squads are full and theres a few guys left, but noone wants to make a squad?
6x9 = 54

So pretty much you have enough room for just about both teams ;) If the squads are full and you cant get in one you have to create one or in 90 seconds you would be kicked.

Posted: 2007-04-08 20:08
by Jaymz
NO, that 90 second thing is just spam.

Posted: 2007-04-08 20:09
by Wasteland
Do it.

Posted: 2007-04-08 20:24
by 77SiCaRiO77
9 locked squads of 3 people = kick
no, not add this

Posted: 2007-04-08 20:31
by Woody
Well then we'd have to take off the lock the squad feature because of morons who just lock themselves in a squad.

Posted: 2007-04-08 20:37
by Wasteland
That is an issue. I wonder how TG gets by? How do they keep people from vandalizing the server by just locking down a bunch of squads?

Posted: 2007-04-08 20:39
by Woody
What if an admins not there?

Posted: 2007-04-08 20:41
by JuniperM40
Sorry, tend not to like that. Devile is a good "pickup" place for newcomers to learn. Once they get their bearings, then they should form up on squads in their own speed.

Likewise, many times I go Squad leader, a few times I am not (for example, right now, I am spectating some players as a "dead" observer not in a squad). I'd hate to have to make my own squad called "watching for idiots" just so I could spectate someone for 4-5 mins.. =)

- JM40.

Posted: 2007-04-08 20:43
by Randleman5102
Juniper makes a good point. As do the rest of the people that posted in here. Devfile is good server to get your bearings on PR. It shouldnt be in. My vote has changed :grin:

Posted: 2007-04-08 20:48
by zeroburrito
only play on tg and never came across any problem with the 90 second squad force.

Posted: 2007-04-08 20:59
by causticbeat
devfile is a server that it benefits to have a locked 2 man a10 squad, a locked cobra squad, and a locked armor squad, then have your inf squad (or your squads sitting at airport, which is more likely"

Posted: 2007-04-08 21:04
by Jackoboy
1000% in, yes, one thousand percent in.

Posted: 2007-04-08 21:16
by [PR]AC3421
Negatory on the 90 sec. to join. just creates spam in the corner and some people who may not pay attention to that will get kicked uneadingly. They may be taking there time or something before they feel like joining a squad.

Posted: 2007-04-08 21:18
by asch
I'll try to help explain TG's system a bit to help you make your decision.

After a player spawns in a counter starts down. The player has 90 seconds to join or create a squad. You can customize how frequent that message is displayed. I think we have every 15 seconds.

If a player is dead and leaves a squad, the timer does not kick in until the spawn. So if you're dead and using the external or 3rd person camera you won't get the kick script.

As for dealing with 1-man locked squads... well for the most part we don't have the issue. It happens occasionally but there is usually an admin nearby (not always in-game but on teamspeak, etc.) that can deal with it. So we really haven't had that problem. Many of our players are also used to not having small locked squads (except under certain conditions) so they can inform the others to not lock small squads. Most players will usually comply.

The reason we run this script is because everyone should be in the chain of command and be able to communicate with the SLs and CO. Being in a squad is how orders are handed down.

Let me know if you have any other questions about the system. It can be tweaked and modified to fit your needs.

Posted: 2007-04-08 21:18
by system
No, it's your choice if you want to be a lonewolf or a teamworker--though I recognize that PR does try to evoke teamwork.

Posted: 2007-04-08 21:20
by Falkun
It might work well, for the insurgents. But for the US side, it may have unfavorable effects. For example, when all infantry squads become full, we will start seeing 6 people in a-10 and cobra squads which, of course, doesn' make any sense since there are only two of each aircraft. And, usually, the squad leaders of these squads will be in aircraft and will not be able to lead their squad effectively, which in turn means that teamwork has not really improved much from before the squad-force has been enacted.

Posted: 2007-04-08 21:24
by asch
Falkun wrote:It might work well, for the insurgents. But for the US side, it may have unfavorable effects. For example, when all infantry squads become full, we will start seeing 6 people in a-10 and cobra squads which, of course, doesn' make any sense since there are only two of each aircraft. And, usually, the squad leaders of these squads will be in aircraft and will not be able to lead their squad effectively, which in turn means that teamwork has not really improved much from before the squad-force has been enacted.
Agreed. This is where specialty named squads come into play. There was another thread on the PR forums that talked about these, but I can't find them.

Basically you have 2-3 units in an A-10 squad and in this case lock it. This allows the CO to provide direct orders to the a-10s and keeps them in the chain of command.

Others prefer that the a-10s be in normal squads just not as the SL.

Both work and it boils down to preference. However, this type of system has rarely impacted the squadless kick script.