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Command squad
Posted: 2007-07-09 12:23
by Morphine-04
I did search sry if its suggested before.
The idea is for the commander to have a 4 man squad.
2/3 spec ops in direct communication equiped with long range binos and just c4 x4 and standard spec ops weapon.
These can spawn on the commander.
Special modified APC for commander and the squad (needs crewman to opperate and only drivable in the command squad) apc cannot carry more than 4 inc driver. Remote flown air drone from the gunner seat for a spotter only (certain range or it auto lands and u need to return to continue flight) Requires ammo/repair car for reload.
This would be more realistic for firebases to be built from also.
Posted: 2007-07-09 12:31
by mammikoura
I don't really see the point.
Why does he need a squad of spec ops?
And about the apc, on a scale from 0 to 10 how realistic do you think it is to have an apc which is lauching UAVs that land in a few minutes after lauch?
Posted: 2007-07-09 12:46
by Tartantyco
-I think the Comm should have a squad, Engineers/riflemen only.
Posted: 2007-07-09 13:36
by Morphine-04
The apc has a crewman that controls a uav indefinately ... this lands if the controler goes too far out of range with the drone then the apc must move closer to regain control.
The spec ops squad or commander unit can be used to support existing squads or be used to attack other enemy command structures. The uav and squad would be good for spotting and relaying this info to the commander.
You could even go as far as having remote controlled tracked/wheeled or helicopter vehicles used to explode mines and c4 (if coding allows).
Posted: 2007-07-09 13:52
by ArmedDrunk&Angry
It's not a bad idea.
I don't see it happening anytime soon but the UAV issue will never go away because they are a key part of the conflict right now.
Robots for mines are also a great idea but do not seem like a priority at the moment.
Posted: 2007-07-09 14:48
by Long Bow
The problem I see with this is that you are focusing the commander on controlling these guys + APC which takes away from the overall role of the commander.
He needs to focus on communication with the whole team, building assets and co-ordinating armour/air power.
Posted: 2007-07-09 15:16
by mammikoura
Morphine-04 wrote:The spec ops squad or commander unit can be used to support existing squads or be used to attack other enemy command structures.
well yeah.
But any squad can do either of those. And a normal squad will be better at both of those jobs than a squad made out of spec ops.
Posted: 2007-07-09 15:18
by Bob_Marley
When Mortars are introduced (0.7 in theory, IIRC.) there will essentially be a "command squad" that will follow the commander about and build stuff for him and also provide indirect firesupport.
Posted: 2007-07-09 15:18
by ArmedDrunk&Angry
IF we get 128 player servers running then having an HQ platoon would make sense and there are CO's squads now that build and defend.
Posted: 2007-07-09 20:46
by AnRK
But for the purposes of battles so far it's easy enough to just have a small engineer/rifle squad that follows command...
Posted: 2007-07-09 20:46
by eddie
Waste of manpower imo. Plus the commander's APC having to 'stay in range' of the UAV seems a little stupid as the commander should be back at base organising the troops and what not. I also have no idea why you'd need spec ops to protect a commaner.
This is a trained military man, not a minister of defense.
Posted: 2007-07-09 22:19
by El_Vikingo
Four Spec ops with lots of explosives who get they're own APC, and a RC plane?
Are you sure you're not suggesting a bomb squad?
Posted: 2007-07-10 01:48
by ArmedDrunk&Angry
A SWAT team with shovels ?
Posted: 2007-07-10 02:22
by Wasteland
ArmedDrunk&Angry wrote:A SWAT team with shovels ?
Well given the nature of many spec ops (being behind enemy lines), I would imagine they would have a good deal of training in constructed defenses.
Posted: 2007-07-10 03:52
by eggman
I think an ideal Command Squad is 4 guys:
Officer (or Rifleman or Engineer)
Medic
Rifleman
Engineer
You can just form a "CO SUPPORT" squad on yer own and follow the Commander around.
Biggest problem with that is that you often end up bailing on your commander support role.
Having an officer kit in the CO SUPPORT squad enables the commander to spawn on yor rally point and rejoin the squad in the event they are killed.
When mortars come into play we'll evaluate how we want them to contribute to game play dynamics. The intent of mortars as they related to the Commander is to give a defensive squad something offencive to do.
Posted: 2007-07-10 04:57
by SigzLV596
A command squad/APC is pretty realistic, and I think it would be a good addition, seeing as how I often see commanders requesting a couple guys to follow him around and build. It jsut can't have too many features or be too overpowered, as that would distract friom the commander's real job.
Posted: 2007-07-10 05:04
by Cheesygoodness
HellDuke wrote:Which probably ain't gonna happen...
The 128 player server idea..
Actually. We are working on that very issue and are nearly set for another go at it. Assuming of course you all are willing. This time will be our last attempt at a server side mod and I am going to be testing a client modification perhaps personally whenever we get it setup.
I'll give you some warning in advance if your willing to help once again. Then I'll pass the info over to the Devs to do whatever they wish with it if its a success or failure.
Posted: 2007-07-10 05:41
by eggman
We'll be willing

Posted: 2007-07-10 05:43
by Skullening.Chris
Yeah, I missed out last time, but for sure, I wanna help out next time you attempt the 128 player server *remembers the epic battles in Joint Ops 128 player servers*