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Supreme Chairman

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About Supreme Chairman

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    Fireteam Leader
  1. Marksman Changes.

    most definitely considered. the thing is..typical infantry columns or squads don't have a dedicated sniper for engagements past the range of what their prescribed weapon doctrine says...at that point, it's usually up to crew served weapons to start nailing people past what the small arms can't hit. so where would a bolt action sniper fit in? their usually chambered in .300 win or .338 lp mag so would it be a one shot kill? i would love to see it but squad dev's can be iffy about good ideas if it doesn't fit their vision of what the game should be edit: worst part about it is that i'm almost arguing against having a dedicated sniper in the game even though that's completely opposite of my interests.
  2. Marksman Changes.

    yes. m40B zeroed in at 300m will wipe any DMR at long range any day. Bipod negates scope sway and majority of recoil while tracer fire makes for easy adjustments. DMR kit is underpowered without stronger optics. The truth is despite knowing the ins and outs of the marksmen role, as an SL, I would still rather have some other fire support role like AR or Grenadier as the DMR just really doesn't fulfill it's intended niche role that well. I really don't know how some people can argue a redundant point like '' only a good player can make the kit work ''. In irony, a good player can make any kit work. even an underpowered kit.
  3. New recruit..

    hi. there's really not too much you need to learn. most of the gameplay devolves down too communicate with your guys and go to cap XYZ and kill people. Also pay attention to sound and memorize the firing of a AK vs m4/16 style weapon. Welcome aboard.
  4. Implementing AI in Squad and Why it's Necessary

    I believe the only ''barrier'' you need to enjoy the game should be learning how to play the game, period. But I understand the sentiment, having some instances of slow-paced progression should help polish where the game shines. However, whether or not AI is implemented, the basis of team victory is all dependent on whether the individual players choose to work together. You work together = You win faster. The scope of my proposition could never offset actual player cooperation. Putting some shitty time inefficient bot to dig instead of a player is NOT going to be as game changing as you think. Yeah. Bugs will be there. Every patch brings new bugs. Ultimate truth of videogame updates. Also, that's part of my intended effect for the need for bots to be micromanaged. They aren't autonomously smart as by purpose but can be tactfully used. In reality, the best leaders will assign subordinates to the right job. SL's could make the final decision to assign an intelligent player who knows to look for mines and avoiding enemy lines of sight or a bot who can only move along and be helplessly gunned down without active supervision. This is the deliberate outcome I am looking for. For players in a leadership position to read the game and make intelligent calls on whether something can be done with cannon fodder or needing player supervision. edit: you cant stop a good thing. AI is already in development
  5. Implementing AI in Squad and Why it's Necessary

    sometimes squad mates location just don't allow for perfect rotations doing the logi trucks, not that I would ever send my medic or AT to do a logi run anyway. Most of the times as SL, I want my fellow players to have fun based on their playstyle. Maybe they like being offensive..no problem, i send my squad mates in a general direction toward the cap so they can contribute kill and be killed all in support of mission victory. The problem is as an SL, how can I be a force multiplier without dragging down the fun factor of my other players who find menial tasks to be boring? My solution is AI. Dumb, slow, and combat insubstantial AI who would always be outdone by actual players should they choose to perform whatever task that could be substituted by a bot. Did my boy stephen really do logi runs the entire game? don't know but I do know that his impressions of the game were ruined because of it. Are you doubting that stephen actually exists? shit, you got me. maybe I don't even exist. talking upon grounded truths, you're right, occasionally more often than not, some guy will volunteer to do runs or I ask politely and some dude obliges but that takes away from the fun if he doesn't find entertainment in driving the truck and that's where I have a problem and a solution to implement.
  6. Solving the v12 Logistics Nightmare

    It's definitely a problem with expanding map sizes and driving painfully long distances and how the dev's implemented a punish instead of reward system for not handling logistics. However, I am a firm believer that shit should not appear out of thin air. Supply should not manifest without being moved from one physical place to another.
  7. good idea. we already can't prevent the communication substitutes like discord in deference to the default VC but we can however expand on cautionary measures of using close proximity chat near the enemy, especially for multiple squads working together who aren't premade.
  8. Implementing AI in Squad and Why it's Necessary

    That's totally what I'm talking about. AI can be dumber, slower, and have less environmental awareness then human players making them good for being task machines rather than substituting player skill or game sense. Supply chain is uber important, no doubt, it's a game mechanic thats essential for expanding the strategic element of the game. In fact, adding simple AI would even incorporate an RTS-like element of the game adding even more niche to the SL and FTL roles. Solving the task of one man squad griefers would be a simple matter of making an player to AI ratio system or a flat # cap. I have an attention span that lasts more than 400 hours with this game and it would have been refunded already if I didn't. Quite literally the most condescending thing you can say is I don't have the ''attention span'' to play a ****in video game which at it's rudimentary levels boil down to ''go to cap XYZ and shoot these guys to win'' I relate your comical statement to the ''very high IQ'' Rick and Morty meme except it's in the context of some dude that plays Squad.That's how stupidly facetious it was. Moving on for the sake of discussion. It's inevitable that adding more stuff will probably entail bugs and glitched out AI but that's just the game developing process. Every new version will bring bugs along the way, it's how we (eventually) make it out of Alpha version. I don't knock the developers for it one bit, instead I appreciate each patch as it brings more content and hopefully more players. It's just a small wall that can be overcome with some time and effort. Playing with players is definitely fun and definitely part of why Squad strikes a chord with us instead of Arma or some other mil-sim where I have to learn exactly how everything works for the most realistic military experience I can get whilst from the safety of my personal room and computer. My intended effect for the implementation of AI is not to replace player experience and game sense with automation, but rather to replace the players doing (of what can be) the most lethargic and repetitive things like digging..and then digging some more or driving around in literal ovals just to make sure that mortar base has ammo. You could never substitute a player driven task like combat with a dumb bot. Combating the enemy in tandem and cooperation with your fellow squad mates is arguably the most fun part of the game no doubt. and you said it yourself. alot of people complain about the mundane tasks like logi driving to be boring. that's a problem right there, people are being BORED while playing a GAME. Do you see the irony in that? We should not shove the necessary task of maintaining resources to some poor bloke who doesn't want to do it but will because he's too nice to say no. I'm trying to fix that problem not with provisional excuses like ''someones gotta do it'' but with a new game play element that can be innovative and strategic at the same time. All said and done, it's not to say driving in the game is boring, hell, I've had the most fun driving the crappy insurgent red truck off of mountains and drifting off sand dunes, I'm just saying driving, at it's worst, CAN be boring and crappy.
  9. Implementing AI in Squad and Why it's Necessary

    that ''hours of boredom'' quote is in irony is to the guy that was trying to somehow venerate long boring moments of the game for a few seconds that are actually fun. I didn't say the quote on quote. although it's becoming quite true in my case. and you are right, the Squad dynamic involves a team communicating and fighting together for the best effect in the round. It's just that you are, for some misunderstood initiative, mistaking teamwork and communication for driving logi runs and glorifying the task of driving back and forth between main and the fobs again and again. I would know. I like buillding superbases and establishing AOR and playing SL. I would never task my players to do something as boring as logi runs unless I could do it myself. one of my personal friends Stephen T. ,whom I was delighted to know that played Squad, had his first impressions of the game ruined because some shithead SL wanted him to do logi runs all game instead of having some visceral gameplay of getting shot and shooting back. I'm not saying driving the logi truck absolutely CAN NOT be fun, I'm saying that it's a task of which , at it's worst, can be mundane and repetitive element that can be automated if no one wants to do logi runs.
  10. Implementing AI in Squad and Why it's Necessary

    Holding left click on a corpse and then a revived player for half a minute is not tactical. Doing logistics runs for half the game with the greatest threat being jaggedy terrain and carflipping is not tactical. I am attempting to mitigate the most boring parts of the game while streamlining the action and actual ''fun''. We, again, can alleviate those ''hours of boredom'' and make sure all players get a taste of the action by implementing an AI system that can handle the most monotonous and fun-killing parts of the game. I'll bet my life savings that most players don't come play squad so they can hold W in a vehicle.
  11. BOTTOM LINE UP FRONT Despite being an amazing mil-sim game based on teamplay and shooting with a very fleshed out projectile system, the atmospheric gameplay is often degraded by the lesser menial tasks that players need to accomplish in order to further the progression of the team and the round. This is not a balancing issue, this is a fundamental game play problem. However this can be solved by implementing a new mechanic. Simple AI soldiers. Like the ones in CS:GO. SLs could assign them menial roles and have them do menial tasks like digging or driving a defined path for logistics. EXAMPLES BELOW Being a logi driver is, for the most part, BORING. No one wants to do repetitious back and forth driving to sustain logistics. It's a slow, tedious, but ultimately necessary job that needs to be accomplished so people can have fobs, ammo, artillery,...you name it. Being a medic tasked to provide healing for the whole team can also be boring, staring at a dead corpse for a solid 15 seconds as you slowly take out tourniquet and then some bandages...and then more bandages because you only revived the player and you need to fully heal them is BORING. Requiring soldiers to dig for 30 something odd seconds to make HAB or TOW missile is not fun especially for SLs who have uncooperative soldiers which admittedly is understandable. Digging is far from being the highlight of the game. I've seen it happen more than I would like to... The game play time is to only add credibility of my supplication that boring ass things (for some people) can be done without losing the fun factor for the players that would be doing them. How could you control the AI? I would presume that a command/order system (like in CS:GO) would be a good interface for controlling AI. In fact, squad's placemarker is already a good starting point. Need your AI to go somewhere? Drop a marker. Need your AI to dig something? Drop a marker. In fact, executing a system like this would bring in an entirely new gameplay element of actually controlling and managing your squad. Think micro like an RTS game or something. This could be administered even to fireteam leaders giving that role an actual strategic function instead of being a range finder. Would measures could you implement to make sure AIs aren't abused or over/underpowered? Referencing again back to CS:GO, bots in that game are pretty shitty if you need them to actually do something in combat but they are a stop-gap measure for not having a whole team. Make Squad AI inaccurate and have poor FOV, this would help constitute that an AI is not good for engagements, but rather simple menial tasks (or being cannon fodder). AI can be dumber, slower, and have less environmental awareness then human players and CANNOT substitute player skill and game sense. You could implement an AI ticket reserve system or an AI number ceiling make sure one man squads aren't leading eight bots. Or maybe a player to AI ratio system at the squad level. Are you trying to ruin the player to player driven interaction game basis? The answer is NO Playing with players is definitely fun and definitely part of why Squad strikes a chord with us instead of Arma or some other mil-sim where you have to learn exactly how everything works for the most realistic cooperative military experience I can get whilst from the safety of my personal room and computer. .. You could never substitute a player driven task like combat with a dumb bot. Combating the enemy in tandem and cooperation with your fellow squad mates is arguably the most fun part of the game no doubt. My intended effect for the implementation of AI is not to replace player experience and combat acuity , but rather to replace the players doing (of what can be) the most lethargic and repetitive things like digging..and then digging some more or driving around in literal ovals just to make sure that mortar base has ammo. In fact, most of the menial tasks I am referring to usually involve a lone poor bloke who doesn't want to do it but will because he's too nice to say no. will there be bugs? Yes, Pathfinding bugs and glitched AI would be inevitable but that is NATURAL in the implementation of new content and features for all games. It's a small wall that can and will be overcome. END NOTE I love Squad but I also hate the idle moments of it. Squad is a game and games should attempt to be fun 100% of the time.This is not knocking the developers for trying to make the game play realistic. I know it can be hard to find a good balancing/ or compromise for a developer. . I'm trying to fix that problem not with provisional excuses like ''someones gotta do it'' but with a new game play element that can be innovative and while adding an interesting RTS-like element to niche positions like SL and FTL. This is not novelty idea that I entertained for a couple of minutes but rather a remedial solution on mitigating the lesser monotonous parts of Squad so everybody can have fun. I'm a shitty writer and thank you for your time and attention. very respectfully, Supreme Chairman.
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