Squad cap
Posted: 2009-08-06 04:24
Iv done a search and found nothing on this. so don't go off at me if this is a requestion
or it hardcode god i hope not
Generally it alway's better to have to squads or more working together staying together in a group, it leads to better protection and leads to a much tighter perimeter, but unfortunately this whole game and also the maps are designed to split people and squads up. and the bigger the map and the more flags the worse this get's. until the round just consist solely of squads working totally independently of each other, and the team becomes totally disorganised.
The commander is supposed to bridge the gap and make the team organised, but when most of the maps in PR are designed as big open spaces and with too many flag's that ether need to be taken or defended ,it simply not possible to have the team working together in there immediate vicinity or working as a co oriented unit because you end up leaving a flag to poorly guarded and you lose any way. in other word we are being forced to defend or attack to much ground more then any one squad or should have to handle alone.
One of the way's to solve this problem is to increase the squad cap limit to 12, this will centralise command under one leader and lead to more organised game play. But seeming this is probably hardcoded and might lead to more problems this might not work as anticipated.
the other idea is to totally redesign the AAS game mode. to encourage teams and squads to stay close together and work as a unit, instead of encouraging them to work independently by forcing them to ether attack and defend to much ground alone.
instead of having multiple flag's that need to be defended or attacked. concentrate the fighting in one area at any one time.
I was thinking. have a defend objective for one team only at any time. and the other team an attack, after a time period has elapsed these markers will be switched over giving the defending team the opportunity to counter attack and advance.
I doubt very much that these game play changes will have bad effects on game play. In other words turn the game more into vanilla. Quite the opposite effect.
Have you ever played maps like muttra city or Ejod desert . And had the fortune of having the squads lining up besides each other and working together and covering each others flanks, and advancing in unison.
That is basically what these changes will bring about. it will incourage squad to work together and consintrate there efforts.
or it hardcode god i hope not
Generally it alway's better to have to squads or more working together staying together in a group, it leads to better protection and leads to a much tighter perimeter, but unfortunately this whole game and also the maps are designed to split people and squads up. and the bigger the map and the more flags the worse this get's. until the round just consist solely of squads working totally independently of each other, and the team becomes totally disorganised.
The commander is supposed to bridge the gap and make the team organised, but when most of the maps in PR are designed as big open spaces and with too many flag's that ether need to be taken or defended ,it simply not possible to have the team working together in there immediate vicinity or working as a co oriented unit because you end up leaving a flag to poorly guarded and you lose any way. in other word we are being forced to defend or attack to much ground more then any one squad or should have to handle alone.
One of the way's to solve this problem is to increase the squad cap limit to 12, this will centralise command under one leader and lead to more organised game play. But seeming this is probably hardcoded and might lead to more problems this might not work as anticipated.
the other idea is to totally redesign the AAS game mode. to encourage teams and squads to stay close together and work as a unit, instead of encouraging them to work independently by forcing them to ether attack and defend to much ground alone.
instead of having multiple flag's that need to be defended or attacked. concentrate the fighting in one area at any one time.
I was thinking. have a defend objective for one team only at any time. and the other team an attack, after a time period has elapsed these markers will be switched over giving the defending team the opportunity to counter attack and advance.
I doubt very much that these game play changes will have bad effects on game play. In other words turn the game more into vanilla. Quite the opposite effect.
Have you ever played maps like muttra city or Ejod desert . And had the fortune of having the squads lining up besides each other and working together and covering each others flanks, and advancing in unison.
That is basically what these changes will bring about. it will incourage squad to work together and consintrate there efforts.