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About liamNL

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    Squad Leader

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    Factions have distinct characterisation though so an insurgent won't mistake another raggedy green man for a soldier because the entire look is different. An example of how it can all go wrong: Once upon a time there was a mod, it was called Project Reality. It was pretty neet. But one day the devs decided to have a winter layout for a popular map, with according winter loadouts for the forces upon it. These forces were the German Bundeswehr and the Russian Army. Though their gear was distinct they looked quite the same, even from up close and who could blame you for not spotting the shape of their helmet or the gun in their hands. This led to a lot of friendly fire incidents even from up close, as people running about move all about it can be hard to distinguish if they have the right kind of green on their tactical rigs but everything else looked vaguely the same. Eventually the devs made the uniforms more distinct to differentiate them a bit better, this helped but did not eliminate the problem. Even now you can hear cursing in those forsaken woods when a friendly accidentally pulls the trigger on another friendly.
  2. Ranking System?

    Don't be a *** and overgeneralize or make false assumptions such as that only the scandinavians and germanics are against ranks. Contribute to the discussion instead of derailing the thread by "shitposting". We are here to talk about ranks not who supports them and who opposes them. To everybody else in this thread I would like to ask what ranks contribute. So far I've mostly seen something about seeing who has more hours in the game and possibly using it to pick squad leaders or seniority. Which I have seen others poke holes in to quite ferociously and add multiple problems that I have not seen addressed yet. IMHO at the moment it just seems like bragging rights, and a idea that would completely unbalance the game by adding ticket values to perceived time spent on the game. Furthermore it seems that there are general expectations set if someone has a high rank in the game if it would be implemented such as taking squad leader roles and being more knowledgeable about the game (though the game changes a lot so somebody who played tons early on could have outdated knowledge to pass on and thus his seniority is voided of experience). And I believe there was a point about vehicle use where more "experienced" members would get a VIP ticket to ride the tank or something. Which I myself are fundamentally opposed to as brilliant players could be left out in the dust to do nothing unless nobody else wants to play the asset and thus possibly depriving them of the experience that is supposedly needed to play it. Sure it's a shame if the tank is lost but new players also got to learn somewhere how to use those things as there are no tutorials for this kind of shit.
  3. commander?

    Would it be possible to replace the command tent with a command vehicle instead? It would add some mobility and a easier way to destroy it with anti vehicle assets and weapons without having to find a tent and check it. Maybe a bit like the OH-6 loach in Rising Storm 'Nam where the commander can sit in the helicopter as a forward observer but with a mobile base instead.

    The thing about Squad and similar games though is that it has minimal hud forcing you to recognize what team you are on and how they look to avoid friendly fire incidents. And some people will have trouble with that, in no fault of their own or because they're "too dumb". Thus adding another entire faction for a fraction of the team could easilly confuse people unless their enemy is even more distinct (irregulars such as the insurgents). Sure it would be a nice thing to have for "realism" but the practicality is not there for in-game purposes.

    Only big ass problem I see here (aside from the dev time it would take) is that some people already have difficulty recognizing friendlies by gear/kit. And thus adding in more different ones to remember would lead to a increase of teamkill incidents.
  6. Ranking System?

    Some guy with a 1000 hours might be absolute shit, a guy with 5 hours could be a prodigy. Only thing this encourages is the whole "I'm better than you because I have a higher rank" shit.
  7. How about we don't go for the scourge of gaming that is micro-transactions. Additionally we are not here to identify with the character we are here to play in a combat scenario and getting attached to the player character that will just die from a stray shot isn't really needed or viable. Especially as they would have to record tons of lines from different voice actors so it's not just one guy talking to himself all the time. Also being able to talk to the enemy team hasn't really worked out when implemented in games as it mostly just devolves into shittalking, being annoying or outright bothering the enemy team by spamming loud music. Text above the head sure makes it easy to see who is talking but it doesn't add anything as most people will still be using VOIP and adding an icon above their head just reinforces that you're in a game every time someone is talking, completely eliminating the immersion. Actually most of these things should stay in games like CS:GO and the like and not come to Squad or other similar games as it would just devolve the community from people who want some realism to the toxic crowd that comes for the 1337 kills and making fun of others because they can. And on the customisation aspect of the commo rose, I don't see the viabillity as it just adds another layer of code for hardly any functionality as everybody should have all the options available.
  8. Teleport from main base?

    First of all, penalization is in every facet of life. Not just in work. You did something bad? You get punished, that's usually how any and all rules that people make are set up. Second of all, you haven't thought of everything, don't assume that somebody won't do something just because you say they won't. Don't underestimate the stupidity of man or his willingness to be annoying. Third, the devs and admins enforce a certain type of gameplay due to limitations placed upon the player be that game based or within the lengthy rules of a certain server. If you try to go around these rules and limitations either you hit a brick wall in the form of game limitations placed upon you or you get penalized by the ingame admins and or moderators. Most people who play this game accept this, it is a reason why they play on certain servers because admins act according to the rules that they agree with and share the experience with like minded individuals who seek the same gameplay through these limitations. Yet if you would remove the limitations placed by servers (no more kicking/banning) then there will be a small fraction of players who go out of their way to ruin everybody else's game, because they can. And additionally just because you see teleportation as a end all solution to the problem doesn't make it so, there are plenty of holes to poke in it, such as the malicious/stupid way for full ammo resupply I suggested. Or some random asshole who wants to ruin the game by draining his team of tickets. And other than that you can't guarrantee that people will use it in the way intended for it, for example: what if nobody wanted to return these vehicles to main? You make the assumption that people don't enjoy squad truck simulator so why would they enjoy returning a truck to base if they would rather just fight? Are you gonna reward them with the arbitrary points? They don't mean anything so why should they care. Or is it more of a way for people who get pissed at their team a way to pass the time and feel useful because they saved a truck from the bad bad enemies who wouldn't destroy it because it doesn't respawn then. Don't mistake my adversity for hate, I just don't see this as a solution to the problem. And being serious is not a bad thing, you can make all the joke suggestions you want but most of those will be rejected due to people liking it being a bit more serious.
  9. Fuel, Food & Water

    Unless they do some sort of siege gamemode where a position is under siege and you have to supply it and shite whilst others hold it then I might be interested in fuel trucks and the like but for normal gameplay I think it just takes even more people away from the battlefield (something people already complain about with helicopters coming up and other vehicles). Too much of a hassle for too little gain, especially as the engagements in the game don't last literal days they last some hours so you're not going to be running out of fuel or food in that short a time as others have already stated.
  10. Teleport from main base?

    I aint doing shite, i'm highlighting a situation that would happen if you gave somebody a quick way out of main without or with penalties, especially since the whole spawning with limited ammo thing the devs implemented. This would just encourage people to spawn in main and then redeploy or teleport (doesn't make a difference) to where they actually want to go, as when there is either no spawn delay for the teleport or if it only costs a ticket it woulnd't be perceived as a bad thing by the player itself. The rest of the team might chastice them for spawning main and wasting tickets on teleport or not (if that is the way). However if you put a timer on it till a redeploy you'll just have more ****ers spawning in main and ****ing about till the timer runs out (if it's not a long timer that is). IMHO instead of doing something as game breaking and convoluted as teleporting to fix a problem with the disposability of vehicles it should be attacked at its source, as in why people abandon them. Don't give tools for people who bring them back (as that just takes them out of the battle usually) that can easily be abused by others. For example a horrible idea that I'm just going to post to get the discussion going: if a vehicle is lost the last one to operate it will be penalized in some way, in addition to the ticket loss it usually gives.
  11. Teleport from main base?

    Yes let me just spawn in main every single time I die (often) and cost my team double the tickets upon death so I get full ammo every time. Brilliant m8, absolutely won't get people to ticket feed the enemy team. And about the vehicles in the field, you would be better off with punishing a team by making them lose the tickets the vehicle represents thus a slow decline in health after several minutes of not using it would imho be better than suddenly allowing people to spawn main and instantly somewhere else so they can have their ammo bags full.
  12. Squad system/types for vehicles.

    Change local for people in vehicle to a in vehicle chat, add a telephone or something at the back of the vehicle for inf to communicate with the crew inside. Like real life on the Merkava tanks.
  13. Devyx Feedback

    Conventional forces however dictate the gear that a soldier gets, which comes with body armour, a rifle and several other things that the soldier is sure to need/get. The only real side that can use a loadout system is unconventional forces such as insurgents and militia, as these are not standardized they take what they can get, however if one single items that is available is objectively better than any other then everybody will kit out with that like a conventional force. so if you're doing loadouts (for unconventional forces that is) then you need to limit the customisation to certain number of the same weapon or gear pieces.
  14. Squad system/types for vehicles.

    One thing with that is still wrong, if the dedicated guys make a squad they don't just let anybody join the squad (at least usually) and thus restricts new people from playing the tanks, and if they do join and **** up as is usually the case then they get scolded for their ****-up and don't have the insentive to play tanks anymore because of the bad experiences. And those dedicated squads are usually friend clique's which means there will always be enough players in their friend group to fill the roles (unless on fringe hours then it might not be).