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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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  1. My apologies for the title, I still find it incredibly amusing. So I come to you with a suggestion on how to implement a Commander into Squad. Now what do we think when we think about a Commander? This is as far as the other topics on the subject here have gone: Someone who's above the Squad Leaders and controls the big assets in the game, traditionally Artillery Strikes and UAVS and whatnot from Battlefield 2. But there are no big assets like that in Squad so putting a guy in that position right now would be literally putting him to be the one guy who's supposed to know more about the game than all the Squad Leads and he should be the one to control the situation and literally run the whole show on his own. That's horse shit. Most individual Squad Leaders don't need someone to sit on their shoulder and tell them where to go and what to do, the tactical aspect isn't that hard (yet). And to expect there to always be a Commander available that could even do such a feat to know better than everyone else is just straight up unreasonable, terrifying even for some people. Not to talk how annoying it would be as a Squad Leader to have someone straight up more inexperienced than you trying to tell you whatt to do. So implementing one in the traditional sense of "you are the head of this team - you guide the SLs and the SLs guide their men" doesn't work here. But what would? A Command Squad. What role would the Commander serve then if not the tactical OverJesus that knows everything and is expected to lead the whole team? Merge the Commander into a small Logistics-squad. Have him take care of planning FOBs and getting them supplied. Take that load off the other SLs. For convenience's sake have it be a 4-man squad where they can claim 2 vehicles. So you'd have the team's dedicated logi-driver be in the command squad and while he was driving the commander could manage shit. 1-2 other guys in the squad for an additional driver and maybe like a medic with binos so they could serve as a scouting/bodyguard type of deal as well. Imagine the logi truck with the comander being escorted by a dedicated humvee with a driver/gunner. And if there was an emergency threat they could hop in and provide quick assistance / cover to other assets in the team. But at that point it would just be a small logi-squad with a fancy name. It could be taken further with the Commander having some kind of a motivation to go to the FOB locations himself (ride in the logi), maybe having him close by could be offer some kind of buffs related to the FOB, like him enabling a (bigger) passive gain of BP or stuff costing less or repairs being quicker or something. So he'd have some incentive to move away from Main and actually move around the map. There could be even some kind of a risk/reward system where it would be beneficial for the Commander to occasionally be fighting alongside another squad. Him being in the vicinity could lower Rally Point cd for example or you'd capture/defend points faster (he could count as 2 people on cap). But as the risk he would be worth some small amount of tickets like 5 or so, so people might actually cover him a bit like a VIP but without it turning into a constant escort mission. This would make the Commander role a lot more approachable because you'd have a couple other guys with you forming a small backline-squad and you could consult them and not be completely alone on your ivory tower. This would also mean that the Commander gets to play the game himself with proper boots on the ground action also being an option. Because let's be honest, sitting around and looking at the map for an hour might get a little boring if/as your Squad Leaders won't always be completely useless and have to be micromanaged constantly. In a Command Squad setting he could still have more time to look at the map and consult the SLs for an overview of the situation (while he's sitting in a logitruck) and provide some overall orders so everyone's working toward a common goal. Overall the Command Squad would also serve as the backbone of basic logistics - when the playercount increases and the need for it arises, a normal logistics squad could naturally be formed to support the existing one. But it would be a very basic start so all teams would at least have some logistics going for them, with the option to ignore it naturally and just have someone take the sole Commander role. Other related ideas: -All members of the Command Squad could have access to Command Channel (Squad Leader chat), practically that'd mean the logi-driver(s) would have direct comms with SLs -A Commander-skin would be required. A monocle is a must, even on the Insurgents. -Commander could only have a sidearm -Commander could not place a RP -Command Squad could claim a vehicle / 2 people = 4 people = 2 vehicles. The possibility of 2 logis or logi + escort -Creating a Command Squad could be done with a simple ticking of a box when creating a squad "Make this be the Command Squad" and the SL would pick the Commander kit, the maximum amount of players would be reduced to 4 -The medic I mentioned would just make sense to have around as a bodyguard/escort type of a guy. The classic binos could be useful for him so he'd have something to do. Playing this could be boring AF though. He'd have the gunner spot on an escort vehicle. What's great about this? -Having a Command Squad would fill the role of basic logistics as well as allowing the Commander a lite-version of the actual tactical leading, allowing him to handle the backline and letting Squad Leaders do their own job and handle the frontline. It would be a joint effort instead of "hey this one guy is above you all so listen to him". -Playing the Commander wouldn't be such a daunting task because you wouldn't be completely alone, you have the SLs and you'd have a couple guys with you in your Squad to consult -The Commander would provide another "mini-objective" for both teams if he was spotted supporting an attack (straight up manpower, possible additional buff?) or creating a Super-Super-FOB -Relatively easy to implement in a simple form, the big problem is if you want to go the route of doing the buffing FOBs and stuff which could be a nightmare What's shit about this? -Would implementing this actually help anything, or would a normal logistics squad do the same thing just as well? -Adding Buffs/Nerfs and all that is very 'gamey' and I don't know if it would fit the feel of the game. My thinking is that it could work if the buffs were solely related to already non-realistic things as in FOB/spawning/capturing points but it could still be too much. So a d"amage boost or reload speed or some shit that would affect the actual combat with Commander around is NONONONONO. -The balancing of the Commander to be in a position where he would actually be useful in the front lines probably would be tricky without making him stupid with buffs/nerfs which are a problem again -The whole issue of the Commander is that he's some kind of a backline guy. Unless the situation is really hectic, he doesn't honestly have much to do. This is why I tried to come up ways to get him & his squad motivated to moving around the map and participate in the game as well. The idea of a stationary Commander in Main looking at his map for an hour is disgusting. TL;DR Commander & Logistics-squad become one. 1 Commander(the SL) + Dedicated logi-driver + 2 other guys as bodyguard / secondary driver & medic. Commander takes care of handling FOB placement and getting them supplied. On the side he can assist with making a cohesive plan for the whole team and with his small squad and access to vehicles they can provide support in the way of bringing a much needed troop transport / supplies / attack vehicle where it's needed without the other squads having to relieve men to go get it. Makes it so he takes a bit of a load off the other SLs, without having to be a tactical genious who is responsible for the whole team. Some kind of incentive for the Commander to move out from Main and to help the team in some boots on the ground-way required.