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Showing results for tags 'Roles'.
Found 13 results
Hello I still do not understand how the opening of roles in the game occurs. When a squad is created, at the call of each subsequent player, the roles open gradually in a certain order. It seems to me that these roles have a certain cost. I'm right?
IdoX posted a topic in Feedback & SuggestionsThe main idea here is that squads will be able to have a unique role and purpose in the platoon, for example: Helicopter Squad, Platoon Command Squad, Spacial Forces Squad ( Might have spacial weapons ). With this system each squad has an actual purpose in the platoon, and this is how it will work - when the game starts anybody will be able to create squads or join them exactly how it works at the moment but at the staging phase each squad leader will be able to request a squad role for his squad. If the purpose of his squad is to crew an helicopter then he will request to become an Helicopter Squad, if he would like to lead the whole platoon then he will request to be the Platoon Command Squad, and at the end of the staging phase the game will choose randomly between the squads who requested the same role and it will choose the amount of needed squads of this role. For example if 3 squads requested to be Helicopter Squads the game will choose only 2 of the 3 randomly because the platoon needs only 2 helicopters. In this system you don't have to just run as fast as you can to pick the helicopter first or have a good internet connection and an ssd in order to even have a chance to become a pilot, and this solves the helicopter issue. However this system isn't only usable for the helicopter addition, it gives any squad a purpose, for example one squad can request to become a spacial forces squad and this will give them spacial equipment like maybe night vision in the future and their objective would be to go behind enemy lines and other squad can request to lead the whole platoon and so on. In conclusion the squad roles system is effective, fair and gives every squad a purpose in the platoon! p.s - not all squad leaders have to choose a squad role, which is completely fine and gives the squad leaders an opportunity to create their own role in the squad which isn't a formal role of the game.
Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
The reason I mention this is because I play Project Reality as well, the father of Squad, and a good indication of where the game is heading. In PR there are dedicated roles, this brings another dimension to game play, I know we are still in Alpha but is it time to introduce class based roles. In PR there are dedicated roles for things like drivers, tank crew, pilots, logistics, and people are 100% focused on those roles. Want to fly a helo? then you need the pilots class, no other person can fly the helo. People set up squads pre-round and name them as such. APC Transport INF - Infantry Armour Air Combat Helo There is also an aspect to gameplay that we don't quite have as yet, engine warming, and turrets and gunners cannot fire for a good while. In fact many vehicles do not spawn in for about 10 mins into the game. Some will agree on this and so won't but it has kept PR alive all these years and the community has a brilliant way of enforcing it's self. Transport for example.. these guys drop inf off on battlefield then drive back to main base and wait for more inf who need a life, same goes for transport helos, this is brilliant and very immersive especially when you see the helos coming back to the aircraft carrier to pick more troops up. Dedicated driver roles for squad could mean no need to ask for squad leaders to give, small pre set squad size of say 4 for drivers. //Thoughts? .. PS Devs >> We need an aircraft carrier map, rhibs will do for now, small boats to get to shore before helo implementation. -- PPS Devs >> Or an airport and ability to enter hangers and planes.. USMC .. Marines >>
AH_Viper posted a topic in Feedback & SuggestionsAs a semi regular squad leader, and a fairly active participant in any game, the main issues that I commonly find is that I've got no quick reference to the role of my other squad members. As I find less and less time to play with my clan mates jumping into a random game every now and then is the most I can do. Trying to remember everyone names and roles is next to impossible when you combine it with ever changing squad members as people come and go, and others switching around to get the kit they finally want. Not everyone has a established background with using comms so understanding garbled situation reports can come a lot easier when you know it's your sniper that you sent on a reccy that's calling out enemy positions rather than the medic standing next to you. Also, more often than not, I end up referring to the roles rather than the names of the players. It just makes more sense to be calling out "sniper, move to this position" as if the role changes between team members and quickly jotted down notes of who's who become out of date - so it would be good to know that it's my sniper responding when they say confirm, rather than someone just having a bit of fun. A classic example is "Jim" being a sniper and I spend a good couple of minutes sending one way commands to "Jim" - only for him to have left 10 minutes ago. Having the role icon next to the player name when they talk on voice comms would let everyone in the squad understand who's sending what. Additionally, having this information at the bottom of the map view would be a nice touch I think. Just a wee 9 box overview of the squad members and their roles so that when I open the map I can quickly see that I've only got one medic rather than two, or that "Jim" has become the medic rather than the sniper. (A wee mockup: http://i.imgur.com/Rn461qZ.png- I think this is needed here as, next to the actual first person view, this is probably the thing I spend the most of the time looking at) I love Squad reliance on communications to understand a lot about what's going on, but to me the reason this works in real life is because of the inferred knowledge about your team mates. I can rely on Jim not suddenly becoming a medic in real life and I can also assume that I'll recognise the voice of my medic when he's near by because he's become like a brother to me. In Squad, that rapport doesn't exist and I genuinely feel some allowances need to be made to cope with the lack of inherit knowledge about the make up of your squad.
I have been on the forums for quite some time, lurking and reading the posts, but never decided to jump in until now. I have played pr for about 8 years, so I am comfortable with the idea of the game, but for better or for worse, don't let that judge your opinion of the idea or interface. I have a suggestion for the way roles would work, and also a suggestion for the UI. (I also found a great location on google earth that should be made into a map! ;D) Here is what it would look like when you load in.. You would be brought to the screen with the squad tab open. From there, similar to pr, you would have a listing of squads. The difference is that these squads have extensions associated with them. This exact example obviously is more applicable to conventional forces and in this case NATO hence the APP6 NATO-Icons. It can be abstracted to other factions though... So say you wanted to create a squad that was anti-armor. When you create the squad, you would be able to pick an extension. In this case below you are creating an anti-armor squad. Now lets say you are a player joining the Heavy AT (HAT) squad and selecting the extension kit. you would have your load out, and then the specialty item.. (I realize this might have to be different for "sniper") If you did not join a squad, your selection would be: Allowing a squad to have a single extension, in addition to being more accurate from a fidelity standpoint, has many benefits that will improve the game play once assets are involved. 1 squad wont have your AA, AT, and sniper kit. Commander role won't be just used to call in area attack. The commander can find assets on the map and position them. (The commander trying to tell a lone wolf with a HAT to go somewhere had a .001% chance of working) A common saying of squad leaders in pr was "Take whatever kit you want, just don't take a sniper or engineer kit". Well this would prevent people from joining a squad and taking kits. an important point would be that you could also use this for claiming assets such as tanks.. First one to claim the extension gets the asset. No more petty arguments about who created the first tank sq.. there could be a vote for extension removal as well. If someone is doing such a bad job that enough of the team votes them out they lose the extension An important point would be that you aren't stuck with your squad extension either... Say you are a rifleman squad and you know armor is heading your way. The SL would go to a crate/fob and be able to change the extension there. Then, a squad member would be eligible for that role... Overall I think this could drastically help keep squads together and keep lonewolfing with specialty kits down. lastly, you'll notice on the map that I have different icons.... The squad leader icon would be their respective extension i.e.: This would allow you to identify which asset is where (assuming the rest of the squad isn't derping around elsewhere)... I saw a trend in some of the map designs going toward stuff like a visible radius around the cap points, and pointers indicating which way players are looking. I think that greatly takes away from a big aspect of the game -that being "communication" The more your map reveals, the less impact communication has on a team's success... Let me explain that: You hear a firefight North of you and you look on the map.. If you see the squad above you all looking east, its pretty easy to guess which way the enemy is.. If you don't have that information you would have to communicate with the group above you to figure out what the situation is. If you are unable to communicate with them, then you will go into the area with a disadvantage... That also goes for cap points. The above cap markers are also APP6 NATO (friendly, neutral, enemy) and the path is indicated with a white line. I think perhaps just having the radius indicated in meters beneath the cap point is plenty of information. I don't like the idea of "mark the very edge of that cap ring and lets sit there".
Hey, Offworld Last night I was having a discussion with some clan mates about specialized squads and how to implement them in to the game. At the moment, people name their squads with an objective in mind (most of the time) i.e. STEALTH, FAST ATTACK, RECON, etc. Well, I have an idea that would let squad leaders specialize the overall role of the squad just has players have the discretion to pick roles with in the squad. First, let me say that this could be implemented wayyyyy down the road when more content enters the game. That said, It be kind of neat if squad leaders could chose a squad roll such as "Special Forces," and this would dictate the kind of weapons and gear that is accessible to the squad members...stuff like silenced weapons, and specialized sniper rifles and what not. Of course you would have to limit this in the same way you limit the amount of players using certain weapons and gear like SAWs, M203s, and Sniper Rifles. For example, you can only have one squad of SF, two squads of assault, and one squad of...idk say, some sort of mechanized infantry. I also think it be a good idea to limit the number of squad members based on the type of squad it is. For example, an SF squad could have a max squad of 4 or 5, or what ever you deiced is appropriate. My buddies thought this was forum worthy, and they asked me to post it here. So I did hahaha. Thanks for taking the time to read. [2.FJg] P01NT_MAN
Hi all, here is a proposal for handling the access to the special roles in a squad: special kits should be locked in a squad and only the squadleader should be able to assign them to specific squad members. Like the squad leader right clicks a squad member in the squad menu and assigns him the role "marksman". The reason for this proposa: like in PR, people join a squad, taking the marksman kit and leave the squad then (in PR most took sniper, HAT and so on). For which roles this could be done is another question (i think on beginning only rifleman and medic should be unlocked, but lets see what you guys write). Cheers Dude
It would be great to put ranks in Squad. They shouldn't be so sofisticated like in Battlefield or COD. Just ranks like 1st, 2nd sergeant, captain, officer etc. With level one you could use all weapons but you couldnt be a squad leader or commader (if you create this role,it would be legendary). So that we dont have noobs in high roles. And maybe orientations like army and one for armored vehicles etc. You could swich branches when ever you want but you could "specialize" in only one so that evryone can see it. You really shouldnt put air vehicles because it would be really overcrowded. And if you put vechiles , you need to adept maps so that vechiles can drive normaly. And it would be also great to put mines and mortars in game. And I almost forgot, you should make more types of squads, like support, reacon, fire-team, and normal one. And it could be of course more than one of one type in the team. Wouldnt be great if we are going to have Squad like this. What you, Players and Developers, think about this. I know that you have at least year or two to even start working on anything from this list but if you could put anything from this in the game I would really appriciate it. Sorry for bad language. :)
I propose a new kit/role/class mechanic for Squad that i fell may work well, and be much better than the current BF2 Project Reality system. The current kit system for PR is certain "spawnable" kits for players they can always use (ex. SL, Rifleman, AR, Medic ect.), while others are "limited" (ex. LAT, Grenadier, ect.), as well all other "requestable" kits are "limited" (HAT, AA, MG, Marksman, Sniper etc.) and once somebody dies with the "limited" kit, they lose that kit unless they go back and pick it up. The new system i propose is a "persistent role" system, were if you die, you do not lose that kit, but the kit does not drop onto the ground. Example, you chose a Machine Gunner kit BEFORE you spawn, you will keep that kit until you deselect that particular kit. You do not drop the kit, you do not lose the kit and no one else will be able to steal it from you. With this, i am also asking why is the grenadier and marksman limited? most modern military's employ grenadiers widely, especially the US Still same "first-come-first-serve" system of kits, and still limited in numbers per kit.Adds new dynamic for squads as staying alive is much more valuable, as if the medics die, no one will be able to be revived, if the AR/MG goes down, you can not just pick it up and lay down fire, if the LAT/HAT goes down the squad will not have Anti-Armor abilities etc.More realistic to real world applications as soldiers like snipers, marksmans, medics, etc. are specifically trained in their respective role.No issue with stealing kits or enemies using enemy kits, as kits do not drop when the player dies.What do you guys think? any suggestions, comments or concerns, i know it is not perfect, but it could work well if fleshed out.
I'm about to clock out for the night, but before I do, here is an idea that I had that is relevant to the "10-Squads" thread here, but is perhaps too much of a tangent. This is an idea for how a Commander might manage assets, and could solve as well as create a lot of problems. The idea is that all assets are done by assignment. There could be "bidding" on assets in a pre-round operation, or Squad Leaders could handle the assessment of their squad's capabilities, and then communicate those to the commander. The idea here is that the Commander has a visual pallete of options that he can use to organize assets. He can drag and drop assets into squads, and from there the Squad Leader dictates roles in a similar manner. Squads would/could likely be renamed to clarify the intended "operation" and assist in organization. This would essentially solve a lot of the "stealing the Logi" problems, because being in a "Logi" role would flag your character and allow you to drive a logi that is parked at base. (I think out in the field they should be unlocked etc). I'll leave that locked unlocked thing for another discussion, but the point is, this could be a system that solves a lot of asset, role, and organizational problems in an intuitive manner.