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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 2 results

  1. Why the Rally Point concept is good: I think rally points are an essential part of Squad. They incentivize players to join squads, force squad leaders to think ahead before engaging the enemy, and provide "reinforcements" that allow for sustained battles. And of course, they keep players close to the action. The current problem with Rally Points: Right now, however, rally points are overpowered, and overly forgiving to players. They are easy to hide, easy to refresh, provide 9 spawns each, and generally reduce the penalty for dying to about 1 minute before you're back on the front line. A smart squad leader can keep a rally fresh forever, and troops will spawn in, rush the enemy, die, and do it all over again. Giving up often means you can get back to the fight quicker to help your team. And of course, since everyone spawns in individually, cohesion quickly disappears. This is the current situation in Squad. Why is that a problem? 1. Players should be afraid to die. Think about it. Why does Squad have the suppression system, sound effects that make you shit your pants, and the camera shaking when a mortar hits next to you? To make you scared, to make you hit the deck and try to work out what your next move is. To make you THINK, not just shoot. But in reality, dying in Squad isn't a big deal, so there are rarely moment where you need to make decisions like "should I engage that enemy over there?" The answer is pretty much always "yes." 2. A lost firefight should not mark the end of squad cohesion. When I lead a squad, most unfavorable engagements end the same way. Half the squad is fighting in a building, a few are dead, spawning at Rally one at a time, running back to the building. They get there as other squadmates die and the process continues as I try to find someone to help me refresh the rally. Eventually the Rally gets wiped, and I have to spawn in with some people at a FOB while the rest of my squad is still fighting at the objective. We are no longer working as a unit. So how do we make sure that Squad Lives Matter? How do we get squads to stick together when players are dying? The (potential) solution: Squad Respawn I propose we make each Rally Point good for one full "squad respawn", instead of 9 individual respawns. Instead of waiting a set amount of time to spawn at a Rally, you wait for your squadmates to be "on" the Rally with you. Being "on" the Rally Point means you're dead and queued to spawn on the Rally, OR you're alive and within 10m of the Rally. Once a total of 7 squadmates are "on" the Rally (combined dead and alive), all dead players spawn in together. If the number of dead players that spawned in exceeds the number of alive players on the Rally, then the Rally disappears. Otherwise, it stays intact. Example 1: 6 men in your 9-man Squad are dead, but you have a Rally Point down. All of them queue to spawn at the Rally Point. A 7th man dies and gives up, then queues the Rally as well. A total of 7 squad members are now "on" the Rally, and they all spawn in at once. The Rally Point disappears. Example 2: Your squad is engaged in a firefight and 4 squad members die and queue to spawn on the Rally. If 3 of the remaining living squad members are able to retreat back to within 10m of the Rally, the combined 7 players "on" the rally (4 dead and 3 alive within 10m) will trigger a squad respawn. All dead players queuing the Rally will spawn at the same time. The Rally Point disappears. Example 3: Two new members have joined your squad, but you are far from all FOBs. Your SL throws down a Rally. If 5 living squadmates are near the Rally Point, the 2 new players can spawn there immediately. 5 living + 2 queuing spawn = 7. The Rally remains in place. (More living players are near the Rally than dead players trying to spawn in) Advantages: More incentive to stay alive. If you are the first to die, you must wait the longest to spawn. If you are one of the last to die, you probably don't need to wait very long. So this incentivizes players to stay alive as long as possible, at least until most of their squad has fallen. Respawn waits are not arbitrary. Respawning on a Rally Point is no longer dictated by an arbitrary timer, but instead depends on the actions or your teammates. Retreating is a good strategy. If you lose 4 squadmates, it might make sense to retreat to your Rally and get them back in the fight. A dead/retreating squad gives up ground. A pinned enemy squad will not be reinforced until they retreat or most of them die. They will be forced to go back to their Rally Point, giving your team an chance to move up. More teamwork and decision-making. Squad leaders will need to decide whether to order a retreat, and remaining living players must move together to the Rally to get their teammate back in the fight. Lone wolves will feel the wrath of their dead, waiting squadmates. Squads will stay together. Currently, when players respawn on Rally Points, they are alone, and the plan is "run back to where I was." But with this system, the majority of the squad always ends up together after a battle. Since the squad isn't scattered, Squad Leaders have the opportunity to try a different approach, rather than just running straight back in. Rally Points become more valuable. That is, you will want to hide your Rally in a good spot, far away from the action, since spawning is "all or nothing," and refreshing it is more difficult. Disadvantages: Small squads - what to do? 7 players for a squad respawn makes sense for a full 9-man squad, but obviously the formula will need to be scaled for smaller squads, making it more complex. Squad respawns without Squad Leader This would be very annoying, since the Squad Leader will have to respawn at a FOB, away from his squad. Automatic spawn trigger, good idea? Is it better to trigger the spawn automatically when 7 players are "on" the rally, or should it be triggered manually by the Squad Leader to ensure everyone who needs to respawn can do it? Let me know what you think, and how we could tackle the issues.
  2. Rally points system?

    How are you implementing the Rally system? .75, .98 or 1.0/1.2? My preference would be for the .98 system - Rally points should be for quickly reinforcing under-strength squads and nothing more, not acting as an "auxiliary FOB" as in 1.#. I suggest a poll in any case.