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Showing results for tags 'commander'.
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Woke up this morning exited, hoping to find a lil jem of an email in my inbox indicating how im going to download squad today. Come 12 Midday I was still optimistic. Come 3pm i was worried, as the 1451 Commander backers like myself all trying to log on and download the game at the same time possibly loomed and looked like a disaster waiting to happen. Now 4:22 PM not only am i concerned but actually a little ripped off. May i direct you too http://joinsquad.com/readArticle?articleId=34 , quote "For our Commander and Airborne Backers, Closed Pre alpha is scheduled to open on the firday, 24th July 3pm" 8(4pm London). After all the postponements that we have patiently waited through, I would love to know why i am yet to receive a Pre Alpha email instructing me on how to download the game SO I CAN TAKE PART IN THE DAMN ALPHA I PAID FOR!!! Wish i could be less blunt, but the fact of the matter is, I and many others paid for this in support of hopefully what will be a great game, under the impression the development process will be transparent and honest. Little hard to believe that if at the first hurdle, THE PRE ALPHA. you lie or fail miserably!!!
I'd like to know whether there's going to be a commander, and if so, how do the Devs plan to empower that position. --- Up to this point, the commander position has been more of an observer, UAV support, minor comms, counselor, and babysitter. Most of the time, orders are dismissed, ignored, or the commander is mutinied against. Disclaimer: Fear of troll commanders should really be ushered out, as admins do exist and are capable of resolving these issues. That said, let's say that we only need to deal with commanders that aren't trolls. They might not be superior, as many SLs/pilots/crewmen turn out to be, but nevertheless a relatively reasonable player as commander. On another note, is there really any goal to instate a solid chain of command? If it's not important, than commanders are going to continue to be mere puppet-heads. --- If commanders are going to play an important role, what can be given to him/her to allow him to perform his function with less resistance? I'd like to put down the kind of tools I believe are in the right direction, before I expect people to draw conclusions out of thin air: Move orders can be given a timer for how long a squad is allowed to take to complete it.Only the commander is allowed to cancel orders.Only admins may resign commanders.More comms are directed through him rather than bypassing him altogether. i.e. Coordinating logistics, attack maneuvers, base and camp deployment instructions, etc. These are not genuine suggestions, but just ideas to direct the flow of dialogue out of interest regarding: The value of chain of command for SquadThe role the commander should playIf there will be a commander (captain, major, or whichever is the appropriate officer)What tools people hope to see given to that position.
Hi all! I was just watching the russian WW2-End anniversary parade and saw some mobile radarplatforms rolling through. Well i guess you already know where i am heading from here. I think it would be an awesome task for one of the squads to dedicate to get an Intelligence base up and running. Deploying assests that then can be used by the commander. Radar, deploying drones. Maybe even communications? I totally understand that this is something for faaaar down the line, but i wanted to make sure to put that idea out there. /discuss ---------------------------------original post end--------------------------------- Try to stick to this format for your suggestions: - negative aspect = possible solution+ positive aspectAlso what other aspects could be handled by this squad? So far radar, drones, communication are up for discussion. List: - boring to operate station = fly drones manualy (Morbo513) - once build it can handle itsself pretty well if no player required - communications are essential to basic gameplay + player driven feature instead of "AI"
Just an idea to let the commander select a pen tool that allows them to make marks on a Squad Leader's map so they can give easier to understand orders. Commanders would be able to select how many Squad Leader's maps he's drawing on when he does it so it can be tailored for intimate order giving or joint operations commands. Commander and SL's would have a "Clear" button that allows them to erase marks on the map. Commander: Squad 2, I need you to move to this ridge. (Circles ridge) We have enemy armor here, here and here so watch your approach. (Circles 3 spots where armor is) I recommend coming in from the Southern side of the ridge and loop around this house here. (Draws pathway for SQ2 to follow) Squad Lead: There's no armor at this position. CAS took it out. (Erases one of the marked Armor spots) Commander: That's awesome. (Draws penis on the map) Ok, hopefully not too many Commanders would draw penises all over maps. If you have a Commander who does that though, just kick them from the position. To prevent old marks from staying on the map, maybe they can disappear after 10 minutes and if it's something the Commander wants to stay until it's erased they can use a Permanent Pen tool.
Hello guys, Been a long time since I suggested anything new, I like to comment on others' ideas more but anyway. I had an idea, and I know it may be waaaay out there for an FPS. The idea I have is very similar to the concept that Wicca created for PR's War of the Factions Tournament http://www.prtournament.com. The basic premise is to sort of bring a RTS type gameplay into the commander role, while still having the PvP battle going on. The way this is done in PR is through a lot of work for the tournament players in the BFeditor prior to each round. But I can see things being a lot easier to figure out on UE4. The commander is given a set number of tickets to purchase assets with. Things like jets cost a ton of tickets while things like humvees or comparable vehicles cost next to none. There are clearly issues with this idea, and they may far outweigh the benefits, I just want to see how much interest there might be in making this a separate game mode. The issues I can foresee on public servers are having an incompetent or troll commander purchase useless assets, having a commander unwilling to purchase anything and therefore ruining everyone's fun or just the general restriction of having to ask someone to give you something before you can go have your fun. It would also take a ton of strategy and thought that I think some newbies and pubbers could struggle to get a hold of (but hey we all start somewhere). Obviously there are solutions to this problem such as the ability to mutiny a commander. The positives I can see brought to Squad by a system such as this are an infinitely customizable battlefield each and every round, the ability to create a more cohesive team (for instance a commander would be able to keep those times when there is only 1 infantry squad from happening by simply not spawning jets, tanks or apcs until the infantry needs are met), and the ability to allocate resources on when-needed basis (like if enemy CAS was ripping up your ground forces, you could spawn in jets and have some of your guys take control of the skies). Try not rip me a new #$%hole in the comments because I know it would be a struggle to implement and some would not enjoy it. Just let me know whether you are interested in it or not, and what you would want to see in a system like it.