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Found 37 results

  1. THE PROJECT Roadmap https://trello.com/b/d43KRBwe This faction description aims to outline a path for those who wish to see and play with the Brazilian Army one day, a dream that began in Project Reality (2005) but never came true, leaving it to Squad the opportunity to host one of the most complete armed forces in the southern hemisphere. Perhaps the most important thing to say about this topic is that if we (Brazilians and armies enthusiasts from South America) don't come together to plan and execute a Brazilian faction idea, it's very likely that it will never take off. It's not asking OWI Devs that such a faction will come true. Having said that, I gather here the main current features of the Brazilian Army, also considering the balance between what is new in the Armed Force and what is already well established, but NEVER considering features that don't belong to the Brazilian Army. But if you still have questions about whether this is worth it, take a look at the potential: Let's take the first step? INFANTRY Squad Structure of Brazil Army: Through this book from the Army Library, I found out the most current terrestrial squad structure. Follow the original and a translated version, following where possible the approach already seen on Squad: Regular ground soldier/rifleman features: Rifle: Imbel A2 (wiki en / pt). Video: IA2 review. Pistol: Beretta/Taurus M975 (wiki en / pt). Video: unmounting an M975. Grenade: M26 (wiki en / pt). Video: small video review. Smoke grenade: no information yet. Shovel: same or similar of US Army / already on Squad. Uniform: below (Brazilian Lizard woodland and Caatinga environment) Pre-Alpha-version already on Squad (Minustah mission tribute): Special features for the role: Commander: no information yet. Squad-Leader: Imbel A2 + Taurus pistol Engineer: Remington 870 .12 (wiki en / pt). Video: soon. 3D Model: soon. Marksman: Imbel AGLC + Bushnell Elite 3200 (wiki en / pt). Video: a Brazilian Lieutenant about AGLC. 3D Model: not found. Light Anti-tank: no information yet. Heavy Anti-tank: No pistol, Imbel A2 + AT-4 (wiki en / pt). 3D Model: already on Squad. Anti-Aircraft: 9K38 Igla (wiki en / pt). Video: a fan video review. 3D Model: by Vaclon and Igla S by The_Structure_World. Crewman: only a Taurus pistol. Pilot Crewman: only a Taurus pistol. Medic: no information yet. Automatic Rifleman: No pistol, FN Minimi (wiki en / pt). 3D Model: already on Squad. Heavy Automatic Rifleman: No pistol, FN MAG (wiki en / pt). Video: unofficial Brazilian Army instruction. 3D Model: already on Squad. Grenadier: No pistol, Imbel A2 + M203 + ACOG (wiki en / pt). 3D Model: not found. Ground soldier loadout: Below, it comes from this official document from 2014. Since 2017, the official BR Army books bring Imbel A2 as the main infantry rifle: GROUND VEHICLES Main Battle Tank Leopard 1A5 BR (wiki en / pt): in service since 1997, it has as main gun a 105 mm Royal Ordnance rifled gun (13 rounds in turret 42 rounds in hull). Video: an official BR Army 1A5 video. 3D Model: by Leonardo Moura and by yuangrave Taking as an example what the human-loader of Abrams says when under pressure in-game, in the Brazilian version we can use phrases as "Desce o aço, porra!" ("Throw the steel, damn it!") and "Senta o dedo, caralho!" ("Pull the trigger, ****er!"). Both commonly used by Brazilian soldiers. Infantry Fighting Vehicle VBTP-MR Guarani (wiki en / pt): in service since 2012, APC 6x6 Guarani is used for Brazilian and Lebanese Armies. Two crews plus nine passengers. Video: gunner HUD and internal canon sound; an official fire training video; an official assembly line video and additional Guarani's armor Weaponry specifications: UT30BR turret [the canon is the ATK MK44 30mm (same of Canadian LAV)] Light Armored Vehicle LMV Lince (wiki en / pt): this light multirole vehicle is a 4WD tactical vehicle, and in service with several countries as the Brazilian Army since 2016. Video: a fan review. 3D Model: by Francesco Bez and by A.D.U. Transport/Supply Constellation 31.320 (wiki en / pt): this exclusive 6x6 Brazilian Army MAN/Volkswagen truck with the function of carrying troops or equipment. Video: train cargo with some 31.320 models. 3D Model: by Ruth S. AIR VEHICLES Supply/Transport UH-60 Black Hawk (wiki en / pt): it is a four-blade, twin-engine, medium-lift utility helicopter manufactured by Sikorsky Aircraft. Video: Brazilian Army's Black Hawk landing. 3D Model: already on Squad. DEPLOYABLES Anti-tank ERYX 137mm (wiki en / pt): in service since 1994, ERYX is a short-range portable SACLOS-based wire-guided anti-tank missile (ATGM) produced by European company MBDA. In America, only Brazil and Canada have used ERYX system. Video: MBDA promo video. 3D Model: not found. Heavy Machine Gun Browning M2 .50 Caliber (wiki en / pt): it's a heavy MG designed toward the end of World War I. Video: Brazilian Army using M2. 3D Model: already on Squad. Mortar L16A2 81mm Mortar (wiki en / pt): The United Kingdom's L16 is the standard mortar used by the Brazil Army. 3D Model: already on Squad. Anti-Aircraft Oerlikon GDF-001 (wiki en / pt): Oerlikon 35 mm twin cannon is a towed anti-aircraft gun. Vídeo: Brazilian Army Oerlikon demo. 3D Model: by BigBoss. FOB The Command and Control System (SC2) (wiki en / pt) is part of the Brazilian Army Communication Weapon and works through computerized means (Zimbra, Video Conference and VoIP/RITEx), radio means (Harris Falcon II, APX / XTS and GTR 8000 repeater) , satellite media (SISCOMIS Transportable Terminal [Indra Tactical Terminal], VSAT, BGAN, IRIDIUM Telephone and SPOT tracker). Vídeo: An Army officer explaining how works SC2 for ground forces. 3D Model: not found. Audio (background radio voices): Brazilian Police radio footage. HAB no information yet. Fortifications & Others deployable Ammo crate: no information yet Repair Station: no information yet Bunker & Hasco block, wall & sandbags line, crescent, pillbox: apparently, it has no official guideline. Razor wire: same of US Army / already on Squad. Ladder: same of US Army / already on Squad. Indirect fire-shelter: no information yet COMMANDER FEATURES UAV FT-100 Horus (wiki en / pt): in service since 2015, Horus is a Brazilian electrical Miniature UAV (in Brazil called VANT) designed for short-range surveillance designed in conjunction with the Brazilian Army. Video: Horus daylight training and night training. 3D Model: not found. AirStrike A-29 Super Tucano (wiki en / pt): in service since 2003, and used by Brazil, USA, Israel and others, the "Silence Death" features a modern avionic and can, in addition to its two 12.7mm heavy machine guns, be equipped with major air-ground missiles, including AGM 65 Maverick, and bombs such as the Paveway II. Video: Close Air Support training in Afghanistan. 3D Model: by Victor de Jesus and by Simaoelis. Artillery M109A5 (wiki en / pt): it is a former Belgium turreted self-propelled howitzer M109 of 155mm. Video: a fire training video of Brazilian Army. 3D Model: not necessary. ENVIRONMENTS & ENEMIES Rainforest Environment: Amazon Jungle (wiki: en / pt) (environment video) is a moist broadleaf tropical rainforest in the Amazon biome that covers most of the Amazon basin of South America. This region includes territory belonging to nine nations, but Brazil controls 60% of that. In the military, it's well known that the Brazilian Army is the largest rainforest combat specialist in the world, with hundreds of military personnel from other nations going to CIGS (Jungle War Instruction Center). Although the overwhelming majority of Brazilians have never seen a jungle in person, when we think of the Brazilian Army biome being in combat, we think of the Amazon (a region larger than Italy and France combined). It turns out that Amazon isn't just a dense jungle. Amazon has rocky areas and low vegetation. And for Squad this is an example that might work very well: the Amazon region called Pico da Neblina that borders Venezuela. Real enemy: In the Amazon region, Narcos. Fictional enemy: Brazil is super friendly. Fact! But in the lasts years, Venezuela borders gave some attention. What do you think? Heightmap: I'm using this real heightmap for my Roraima map on Unreal Engine 4.You can check it on GoogleMaps or on OpenTopoMaps too. Outskirts Urban Environment: as suggested by Brazooka and heborn, an urban CQB scenario in the outskirts of Rio ("periferia" in Portuguese) could be awesome, but I'd dismiss the idea of bringing a police force (Ground Branch game style) to maintain Squad's logic of prioritizing regular armies. Quite complicated topic. Rio got criminal factions and militias ones but, even the Army sometimes get into Favelas, day-by-day they are not there. That role goes to BOPE (Military Police Special Force). I am not sure if this environment is for Squad gameplay, although at least once a year some f***ing heavy weapon is found at Favelas of Rio. Btw, assets would be a huge work in this option! HUGE! Real enemy: Narco factions as Comando Vermelho (CV). Fictional enemy: Heavy Narco militia? Heightmap: My suggestion is this area for extracting the heightmap for Unreal Engine. That zone is pretty famous and we get a favela (Vidigal) on the west. Caatinga Environment: the Caatinga (wiki en / pt) (environment video) is a xeric shrubland and thorn forest, which consists primarily of small, thorny trees that shed their leaves seasonally. Cacti, thick-stemmed plants, thorny brush, and arid-adapted grasses make up the ground layer. Most vegetation experiences a brief burst of activity during the three-month long rainy season. The Brazilian Army has an unique leather uniform for that kind of sharp environment. This environment is the dream of many Brazilians wanna play with the Brazilian Army because that landscape exists only in Brazil. Real enemy: historically, and many centuries ago, the real Brazilian enemy in this region was the Dutch Armed Forces. Today there is no real threat. Heightmap: My suggestion is this area for extracting (GoogleMaps / OpenTopoMaps). Haiti Urban Environment: Minustah was a Haitian mission in operation from 2004 to 2017 (wiki en / pt) (environment video). Following the 2010 Haiti earthquake, the United Nations reported that the headquarters of the mission in Port-au-Prince had collapsed and that the mission's chief, Hédi Annabi of Tunisia, his deputy Luiz Carlos da Costa of Brazil, and the acting police commissioner, RCMP Supt. Doug Coates of Canada, were confirmed dead. Caos. To paraphrase General Heleno, "Although the shootings were daily in Port-au-Prince, the problem was not the out-of-power Haitian military, but the gangs that were infiltrating the city and had no commitment to anything." Although a regular against an irregular force is fun for many players like Al Basrah and Sumari maps, the gangs (without real heavy weaponry) of a miserable country haven't had a chance against a Regular Army. To make Port-au-Prince a Mogadishu (from the Black Hawk Down movie), we would have to create a more powerful enemy faction. But which one would be worth creating? It would get to be usable for other conflicts too. Suggestions? Real enemy: former Haiti solders and gangs. Fictional enemy: no clue. Heightmap: Port-au-Prince on GoogleMaps and OpenTopoMaps. MAPS Yanomami 4km x 4km AAS + RAAS + Invasion Here is my planning for the "Yanomami" map. Soon I'll set some shots about it: https://docs.google.com/presentation/d/1FhBUwgfLscjxUmpvta0lvxn1b9A5wyHFbxbup_Yp9IM/edit?usp=sharing OUR TEAM Carneiro and thy. Feel free to contribute and share! Check the project roadmap: https://trello.com/b/d43KRBwe
  2. Jamming Comms!

    This idea comes from one of my members in the 3rd Special Forces Group squad unit, SGT Knave. What do you guys think about the potential for an EMP style strike that makes radio comms broken and unreadable for a certain period of time? Perhaps using the UAV, over a period of maybe 30 seconds to a minute, the UAV can point at a section of the map and anything not on local within maybe 200m becomes garbled. Disrupting enemy communications is an incredibly useful battlefield tactic used today to prevent the potential for reinforcements, ground and air support, evacuations and more. What do you guys think?
  3. Map Idea: Kobani

    I'm sticking this thread here under the Ideas for Crowdfunding sub forum since there isn't a separate Community sub forum yet. I'm basically reserving this thread for ideas and advice on creating a Squad map based off of Kobani, Syria. The recent unrest has really brought this city to my attention and I think it would provide a great backdrop for an primarily urban map in Squad. I have zero experience with UE4 so this will be one big learning experience for myself. I hope to maintain the desire to make it and deliver a finished map to the community. Some info on Kobani: https://en.wikipedia.org/wiki/Koban%C3%AE And some quick overhead shots from Google Maps. It's a fairly decent size city. Imagine trying to maneuver vehicles in and around the city. Imagine trying to clear these streets as an infantryman. This is very early in the planning stage obviously. If I was going to make for Project Reality, it would feature the Syrian Rebels and MEC kind of like Sbenah Outskirts. For Squad right now, I see it having the US Army (out of Turkey) fighting the current Insurgent force (they kinda look like Afghani Taliban right now) until more factions are introduced. Anyways, that's all I've got for now. It should be a fun project.
  4. Hello, I have been watching Generation Kill again and whenever I do, I want to play squad. This time, my thought got focused on the almost barebone Humvee that the Force Recon Marines cruises in. On a related note, I have been running "light infantry" squad - 4 men, where we primarily hunt down FOBs, reconnaissance, and light skirmishes and capping if the team at large are bogged down. So we have been using MRAP and BDRM (maps that feature militia are too small for me to enjoy this gameplay) as transport and ammo supply roles instead of their fire support role. Back to the barebone Humvee, how would you guys feel about being able to customise the vehicle loadout? From very basic things to SPG Techincal or Tanks choosing more of one round than another to more extreme things - doorless/unarmoured MRAP and no 50 cal. but more ammo supply? The MRAPs will spawn as normal and when you get in, the driver will be able to customsie via command options. Just a thought I had. Maybe it is not authentic due to there being no MRAP or BDRM in service that has no main gun / even if they exist, they are reserved for special forces etc etc... I am NOT envisioning arcady customisation where you trade armour for speed etc etc on every vehicle Thanks.
  5. Factions in server browser

    It would be helpful to see which factions are in the layer of a server you are looking at. I know that these things can be learned over time but there are becoming too many layers for myself to keep track. I'm sure there are some newer players as well that would enjoy seeing which factions the current layer has. Secondly, any plans for an Ocelot? Just watched a video on that thing... brits need more armor anyway
  6. Now that we're getting a massive new map set in Norway I thought it may be interesting with a new Norwegian faction. Weapons: Hk-416 (Rifleman, SL, Medic ect.) P80 (sidearm) Hk-417 (Marksman) MINIMI (Automatic Rifleman) MG3 (Machine Gunner) MP-7 (Crewman) M72/LAW (Light Anti-Tank) Carl Gustaf (Heavy Anti-Tank) Vehicles: Light Vehicles - IVECO LMV & Dingo 2 (Slightly heavier) APC? - No. IFV - CV90 MBT - Leopard 2 A4NO Helicopter - Bell 412 SP in case of boats - Combat Boat 90N
  7. Zeroing HMG’s

    I think it would be an interesting idea to have the option to zero HMG’s, this mainly goes for the DSHK, and the NSV, as the 50 cal ACOG has respective mildots at range, (zeroing) the idea for the DSHK would be for it to have zeroing functionally just like most of the rifles in the game. This would be especially useful for the DSHK for a couple of reasons. At range, shooting the DSHK while aiming down sites is virtually impossible, because the shots comes below the sight because of drop, preventing the user to see where his shots are going. Because of this, it’s better to not ADS, and compliment aiming from where the tracers are going. In game and IRL, the DSHK has a slider that can zero up to 1000m I believe, by pushing the slide up to corresponding ranges. This would be a welcome addition as, now you would be able to see where shots are going at range. In regards to the NSV, unlike the M2’s built in ACOG that had ranging up to 2000 meters, the NSV’s scope only has horizontal correction, preventing the user from accurately shooting at range, possibly, a zeroing feature would also be welcome for the NSV platform in the scope, as to correctly shoot at range.
  8. Can't we have v12 alpha test until the final v12 release like Insurgency: Sandstorm is doing with their Beta(until release of the game), with updates and stuff, so we can all enjoy and test it? It's free labor... i think it would a great help for the Devs and people would feel much more involved in the game, and would mean a much more polished final release of v12 with our feedback and bug reports, etc... And of course this idea would continue in further versions.
  9. Squad Vehicle Radio

    I think a nice addition to Squad would be vehicle radios. So the driver of any vehicle can control music that is played. The music can be Local Area. I think this would be f****** awesome if this was added. Just imagine this, you are driving into a highly contested area and there's some "inspirational" music playing while you ride into war. Devs, please consider (I do understand the main complication for this is the rights to using certain music/songs)
  10. The ability to set a waypoint, even just a single one, would be a blessing for squad leaders and add a beneficial degree of depth to the game. The ability to place a rally, then a move marker for troops to go to, and then from the move marker to an action point/marker(attack/dig/defend/etc...) is something I'd really like. Just one waypoint would make a world of difference as currently players, of all levels, often move to action points/markers directly from where they spawned which leads to the spawn having a rather limited life by making them kind of easy to find, so it seems. Having the ability to place a single waypoint imho could bring a whole new level of game play and enhance everyone's in-game experience. Please could we test such a feature in the next update. I guess you could use the 'Shift' key + click to place the waypoint and then the usual for the action point/marker.... grovel grovel... grovel... P.s. I searched and found but thought this really needs bringing back to life... people's vectors are too much of a clue... #make-Squad-rich-...-in-depth...-for-enhanced-funzies-...-people-will-like-it-...-o7 P.p.s. This would especially useful for squad leaders that become seperated from their squad, for whatever reason... "Do such and such via such and such waypoint-move-marker..."
  11. I don't about y'all but I had to share this, I believe it could be a good addition in the future for insurgent forces when MBTs and large caliber canons are implemented. Terrorist and insurgent factions lack most conventional weaponry such as a fleet of tanks or other armored vehicles. I feel that this could add game play and balance if need be for the future of Squad, when trying to match up less advanced insurgent and terrorist factions against big strong and well equipped factions which naturally have the advantage. Outside of actually giving terrorist and insurgents tanks, which would kind of contradict their natural capabilities seen in the world. This example shows that terrorist and insurgent factions resort to innovative means of leveling the battlefield when they are denied access to the same technology and infrastructure of their adversaries. It is not expected that militants, terrorists and insurgents who lack any industrial infastructure be able to posses and maintain something like a IFV, or MBT. As an alternative I present you with these photos. I hope this post inspires the developers and if they did not know about this technology existing think about it for themselves, and how it could tie into the combined forces aspect of Squad, keeping true to the factions real life nature and allowing these smaller less equipped factions to match heavily armed adversaries in the theater of conventional warfare in future 50x50 game modes on larger playing fields. Also in the wild there are most likely many more adaptations of weapon systems to pickup trucks and other common civilian vehicles across conflict regions today which may also have a place in Squad's future. Thank you for reading, have a great day. Source: http://www.americanmilitaryforum.com/forums/threads/3rd-world-modified-military-vehicles.1572/page-7
  12. "Give Up" Timer

    I think all of us who have ever played on medic have hated those people who "give up" on you after you wasted a bandage on them, or squadmates who continue to give up as soon as they are down just because they don't want to wait for a medic (then the game comes to an end and you lose by 15 tickets, which means you would have won had your teammates just waited for a medic revive). I think it would be a great idea to have a "give up" timer for those that constantly give up as soon as they go down. This way, it encourages more teamplay/strategy and allows medics to do their job more efficiently. This in no way has a negative effect on those who wait for medics. Since this timer would only effect those who constantly give up after going down. Suggesting that (not counting your first "give up"), that if you give up too quickly (lets say, within 15 seconds of going down), you will not have the option to press "GIVE UP" on the screen for 15 seconds. If players continue to give up early, the timer will continue to increase by 15 second increments, up to a minute. This is just a basic idea, I'm not saying 15 seconds is fair, but you get the idea. For those that already wait, they will not be punished for giving up and would not have to wait. What do you guys think?
  13. M1911

    Hi Squad devs, I'm a massive fan of the M1911 handgun, and I thought it would be awesome if you guys could add it to the game as part of the U.S. forces. I realize it's been replaced with the M9 now, but many soldiers still use it as their preferred sidearm as it hasn't been fully phased out. - Josh
  14. So, like this area on the forums is for, this is just a suggestion. To be completely honest, I'm not totally for it myself (in all aspects), but this is just to branch out ideas. Continuing.... Each squad will have one new class/kit called "fire-team leader (FTL)". This kit would only be available if the squad has more than 6 people in the squad. The fire-team leader would be picked by the squad lead by right clicking on the squad member and pressing "promote to fire-team leader". The fire-team leader would have a separate icon on the map, only visible to the current squad, and not to the entire team, as to avoid cluttering the map with more icons. Fire-team leader would be allowed to set new rallys if 4 people are in the proximity of the FTL. FTL's would be allowed to only mark up to two (2) enemy icons on the map, excluding FOBs/HABs. FTL's would also have binoculars. FTL's would not have access to squad lead chat, but (possibly?!) replace the squad lead chat button to fire-team chat button for FTL's. FTL's do not have to wait for approval in order to enter vehicles, but may not approve vehicles for other squad mates. What do you guys think?
  15. Seeding servers

    Hi guys Problem - Seeding servers is a ball ache solution ideas - Design specific seeding maps that can be put on then swapped - Access to one vehicle at start of match for less than 3 players - large vehicles locked until server reaches a minimum set amount of players - More spawn points closer to objective that disappear once number reaced Anyone got any other ideas? Just wish that seeding could be made more entertaining
  16. Making it so you will lower whatever you're holding by double tapping CTRL (or another key) will make it a lot easier to avoid missfires in base and make a more realistic look while patrolling and walking around. Sorry if this has been suggested.
  17. Hello! Lately when being killed like a noob, i though of:Why is my character jogging like he soiled himself when bullets pass centimeter of his head? I came up with an idea of adding adrenalina system.Adrenalina will rise when bullets pass nearby or you hear explosions, and when youre 'damaged'. High amounts of adrenalina will render you capable of doing fast runs even without stamina, but when you calm down and change pants, your stamina will regenerate way longer and make you endangered more.I think it wont be HARD to do this, because it will be mainly number-based system, with even no GUI elements added(yup i know something about game devolopment). What do you think about this idea?
  18. Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
  19. close combat

    I think it would be cool if it will a possibility to sneak on enemies and kill those in close combat / with a knife (+ animation), similar to battlefield. it should of course be very heavy,that not everyone is trying only to Knife - and it should only works if you are behind a enemy
  20. For now I'm happy with being able to turn off shading. It gives my fps a good boost of 5-10, which with an AMD processor is the difference between being able to play combat roles and being forced to play support roles only. (I understand that UE4 is planning on fixing that later) BUT, it was discussed in one of my squads that everyone should turn off lighting because it becomes easier to spot enemies that way. I thought it might be nice to have some kind of required base minimum shading, because it would suck if people felt forced to put their settings on the lowest just to have a tactical advantage. Competitive play, naturally, would - like in CS:GO, why wouldn't you while you're playing competitively and you know the other team is going to do it? Not necessarily right now, but maybe after more optimization has taken place. What do you think?
  21. How about a permanent death game mode. No tickets, or at the very least 3-5 tickets per person. It's only a game mode. It would make it where medics are ultra important, cover and concealment is a must, stop lone wolfing, and just makes it more serious and fun. In real life there is no coming back, why not make one game mode that is the same. Hardcore game mode! If all possible, could make it have more can join like 150-200. Since when you die they are kicked out of server. I can see this being very popular, it's only one game mode that only adds to the game and gives another option. What do you all think?
  22. Sound - IDEA!!

    Halo so i think you hear from the new Update of Arma 3? The name is EDEN. Why i say it on Squad? As you maybe know have eden a new Audio for Battles and a GREAT Incredible Realistic one too. And hes the first game who have this. This Sound its AMAZING and Squad NEED it for sure! Why its so amazing? When Bullets fly over you had you can hear it! Its like Pocorn, we all can this from Clips over War or maybe a soldier from Irak- Afghanistan! You can this knatern and knallen like Pocorn over you had that Zing: A video or too: Sounds are extremely Important for me! And i think im not alone... SO lets hear the new Arma EDEN update Battle sound: https://arma3.com/assets/audio/arma3_eden_top10_audio_sample.wav im very sure that we need this!!!! 1000% Thx
  23. (Also posted on steam) TL;DR, Make a leveling system based on your squadmate's review of your teamwork in order to buy classes/specializations. So, my current issue with the game is this: when you join a squad, because of the new players, you consistently have one guy using a class that he/she doesn't understand yet(A squad lead who doesn't communicate/drop RPs, a medic that doesn't heal, etc), and when vehicles come along, I'd hate to imagine the chopper pilot who thinks walls make good helipads or the IFV that likes to sit in the open and get a face full of RPGs. So, my idea is to impliment a leveling system designed as a skill tree. You start as a recruit, and at the end of the match(while waiting forever for the next round to start), your squaddies can opt in to fill a quick checkbox for each player(Communicated with the team, followed orders, stayed with the group, etc). Every checkmark you get shows that you're better at the game, and can use the points gained to unlock teers of classes, like optics riffleman which becomes a marksman, or a AT soldier that becomes a grenadier, etc. Vehicles would be done similarly. You unlock the "heli" teer 1, which allows you to be a gunner for a blackhawk or attack chopper, then pilot of a scout or transport heli, and finally an attack chopper pilot. Hummvee gunner/driver becomes IFV gunner becomes IFV driver becomes tanks or whatever. Each teer starts off with a buy in value, which is higher for those classes/vehicles that require more skill. And to one-up that idea, maybe after you buy into a teer tree, you need to complete a tutorial. For example, a marksman tutorial that explains that you WILL die if you are in the middle of the fight instead of on an elevated position, and that you need to move position every kill or two. Another example would be for AT soldiers, which explains that tanks need to be flanked and hit from the side(preferably under the turret axis) or from behind near the engine, and that RPGs fly like bananas instead of bullets and that AT4 rockets drop off like they have ED. The point is, it not only gives an endgame objective that isn't linear(get grenadier at level 4, hummer driver at 6, etc), but also pushes people to play the game as a team to get those checkmarks, and reserves specialized roles for those that would be better suited for them, because they've worked on learning the playstyles. Thoughts/comments/additions? ~Aedene
  24. Chain Of Command

    Now don't get me wrong this might be a bad/poor idea. Sometimes I join games and some teams are just a mess. No order, just willy nilly running about towards a certain death. Then i got thinking how can you fix this issue. Then I thought about a chain of command. Someone more senior that can help give squad leaders commands (especially for the less experienced SL's that want to try be a SL). They could also maybe manage the map icon's and also build a potentially more advanced version of FOB's. I wouldn't really now what name to give the person playing the roles maybe just CO (commanding officer) or something like that. They could also maybe have the power to penalise a player that isn't following orders as well, Maybe like giving them a longer re-spawn timer when they die. After all this game is about team work and not been a lone wolf. Like I said this idea might be bad and some maybe people may criticise it but its just an idea. Thank you for reading :)
  25. Hi, my idea for this game is a special gamemode. The Planetside 2 battlefield is large & the matches take a long time ! How about a game mode , which lasts for several days ? Maybe bit of RPG. What about building bombs with canister? or something like that... It would be awesome! SORRY FOR MY BAD ENGLISH ! IT'S JUST AN IDEA ! Maybe we can find more....