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Image depicting a squad's cache and workshop, surrounding limited spawn-points (observe how one has zero spawns left), a civilian and his nearby home, a disgruntled civilian and his hideout, a weapons dead-drop. Non-combatants Civilian homes Insurgent officers Caches Workshops Hideouts Insurgent Spawn points Weapon/Ammunition dead-drops Victory conditions Blufor wins if all insurgent team tickets reach zero, or if all insurgent spawn points reach zero spawn tickets. Insurgents win by depleting all Blufor team tickets, or if the match runs out of time.
Commanding a team can be hectic business. Many times, parts of a team get left in the cold while the commander focuses on bits and pieces of interest. A team can also get severely biased towards a part of the team (tanks, CAS, etc.) while the rest has no idea what it should be doing. A commander should be able to delegate his command to lieutenants whose function is to manage and enforce team-sector cohesion, logistics, strategy, and communication. The commander can invite or receive requests from players to join his command group. Commanders can resign XOs if thing go south (bad). Unanimous vote among XOs can successfully force the CO to resign. The command group is made up of the CO as head and XOs assigned to different tasks or sectors. The commander can assign squads to lieutenants based on the squads' location, role, or other specification as necessary. i.e. Each XOs command is called a sector. Each sector can be named. Commanders can transfer squads to other XOs when plans change. Squads would generally receive orders from their XO, whether they are passed down from the commander or not. The XO would be able to communicate directly to the commander, or to other members of the command group. XOs are able to give commands as a commander can, but are restricted to the squads in their sectors. There may, may not, or in restricted numbers, be UAVs available for XOs. The maximum number of XOs is four. The chain of command would be: COFull command access Head of Command Group and Team Comms to Command Group and Squads XO Intra-sector command access Member of Command Group Head of Sector Comms to Command Group and Sector squads SL Intra-squad command access Member of Sector Head of squad Comms to XO, Sector, & Squad FTL Intra-fireteam command access Member of squad Head of fireteam Comms to SL, FTLs, & fireteam SM No command access Member of fireteam Steward of asset/kit Comms to FTL, fireteam
The commander is a bit of a delicate flower in PR. He whispers in your ear. Gives you pretty little markers on your map and sometimes sings in a drunken stupor. Most of the time he hides in his tent and plays with the alien space vehicle that he uses to abduct local species. The adventurous type flitters about in a box on wheels building magical Batman beacons to summon Asgardians to fight. I believe it's time to make a man of the commander and let him drive like he's supposed to. Some of the key abilities a commander needs to have should reward him for his efforts, considering he has accepted to be the figure behind the team's victory. Hooah? The motives behind these abilities goes without saying: • Resign SLs. • Strip units of and reclaim their kit (they become unarmed) This is more of an admin tool. • Force dismount from vehicles (kick all players/driver from a vehicle) This is more of an admin tool. • Court marshal players (player is killed, must take a 5 minute timeout before spawning, and points (if any) are reduced to zero. This is more of an admin tool. • Promote to SL (must be accepted by promotee) • Award squads/players with acclaim (Stars attached to squad name.) • Activate/deactivate spawn capabilities at CPs. • Demolish restricted deployables (charges %25 of deploy cost to budget to discourage spam) • Remove rally points Admins can always ban trolls or resign incompetent commanders. This post was themed in a light-hearted campaign style. I am trying to stimulate interest in this concept after all. If you can't laugh... A quick Q&A:
This concept works along with another concept at this link, but can expand to work with others. Commanders should be able to control when a vehicle spawns. If he wants to spawn all the jets at once, so be it, and more power to him. Vehicles usually affect the team's tickets (or budget) whether on spawn, or as a penalty on destruction. The more abusive a commander is with vehicle spawns, the higher the chance of creating a negative impact on the team's tickets or budget. Therefore it falls on the commander to carefully choose when to spawn them. Having said that, the commander can choose when he wants to reinforce the team's vehicles. If he decides to spawn tanks over and over, that's his decision and he takes responsibility. On the other hand, he can also withhold assets from the team until an appropriate squad is available to use them. No vehicle theft from main or wasted assets. If a vehicle is needed, the commander can choose whether to give the infantry group who were stranded at main a small jeep, compared to a more expensive transport truck. There may be a heli pad, but no pilots to fly the CAS helis, so the CO doesn't need to spawn one. A squad leader needs a logistics truck, and the others have been destroyed, spawn a new one. No vehicles may be spawned outside of the main base. The vehicles will spawn at their appropriate locations. If the spawn point is blocked by a previous spawn, or another asset, the spawn will be cancelled and the CO will receive a notification. There is a catch though. Assets do not spawn of their own accord. Only a commander may spawn them. Safe guards must be put up to avoid random players going commander to spawn vehicles.
MuffriDer posted a topic in Feedback & SuggestionsThis concept was originally designed to work with another concept at this link. TLDR: To spawn things/players, for every minute that passes, the team receives a limited amount of "resource points". If you destroy the enemy, your team gets these points faster. If the enemy destroys you, your team gets these points slower. ------------------------------------//------------------------------------ Each team has a budget made up of resource points. The total of team resource points in the budget can only be seen by the commanding officers. When assets/soldiers are spawned, a certain quantity of resource points is deducted from the team's budget. Consistent respawning of assets will quickly exhaust the budget. Infantry who spawn excessively will also negatively affect the budget. Teams start the matches with a certain limited amount of resource points allotted to the budget. There should always be enough resource points in the budget to get the team started, after which the team will need to rely on resource point regeneration as the match progresses. Repairing assets also consumes resource points based on the asset's spawn cost divided by half. A tank worth 500 resource points with only 20% health remaining will require 80% repairs at a cost of 200 resource points. 80% of ¤500 = ¤400 ¤400 / 2 = ¤200 What is "resource point regeneration" (regen)? The resource points are naturally regenerative, representing military support given to the team from their faction over time. Resource point regeneration will trickle points into the budget allowing for reinforcement/expansion. The rate of regen is not displayed to any player, but it may be inferred through observation. Every time a friendly asset is destroyed, independent of the cause, the rate of the team's regen is reduced by a small percentage, meaning that the team will not gain as many resource points per second as before. On the other hand, when enemy assets/infantry are destroyed the rate of regen will increase. For AAS, captured objectives grant a small increase in regen. If the enemy captures a friendly objective, regen is decreased by a similar amount. If regen has stagnated or resource points have been consumed too quickly, the budget can get completely depleted and not allow assets to spawn, this includes blocking infantry from spawning. They will have to wait until regen has restored resource points to the budget. A team will not lose if the budget reaches zero. AAS VICTORY CONDITIONS Teams win if the enemy has lost all capturable objectives. If time runs out, the match ends in a draw. No team loses because of "tickets".
>>Squad A Current Orders: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration COMMANDER ORDER SCRIPTS Commanders can set up mission scripts for each squad and update them in real-time. They are not mandatory; commanders can use legacy methods. The orders are created using the map for graphic and geological information, and may use logic (if, or, then, else, etc.) to automate contingency order scripts. The scripts are self-updating lists of orders. The scripts iterate every order completed until the list reaches its end. If no further orders are available, the commander will receive a request for orders. Squad are not penalized for not having orders. There is no set limit for list length. If the commander wants to create a 30-order-long detailed script, that's up to him. Orders can be set with a timer, or to take place at a specific time of the match, ensuring good coordination. Squads who fail to meet the time allotted begin to bleed score until they satisfy their order's requirements. Squads leaders receive their own private order scripts from Command. As they complete orders, the list updates, and the squad receives the next order. The squad leader is not allowed to see beyond two orders ahead in the list to reduce ghosting. Commanders are allowed to set up operation scripts ahead of time. This way, they can organize plans based on outcomes. i.e. At 3:15:00 game time, if plan A condition is false, start plan B; otherwise start plan C. The commander's standard orders are: Mobilization orders • Move • Rendezvous • Attack • Retreat • Reinforce • Relieve • Demolish • Track (Follow to source/destination) • Search and destroy • Scout • Custom notation Local orders • Defend • Patrol • Sentry • Ambush • Provide fire support • Standby • Fortify • Build structure • Custom notation An example script for an assaulting squad would look like: >>Squad A Orders List: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration Request Confirmation from [Recon squad]. Defend CP. On Confirmation from [Recon squad], Move to [Objective]. 4 min duration Search and Destroy, Condition: If less than 4 members of [Squad A] remain, Run [Retreat_S_A_001] script, else do Nothing Build CP. 5min duration Defend [Objective]. To prevent ghosting, the SL would only see: >>Squad A Current Orders: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration
WARNING!!! WALL OF TEXT! READ ONE COLOR SECTION AT A TIME. -WIP- I plan to divide this into several threads soon. AAS VICTORY CONDITIONS Teams win if the enemy has lost all capturable objectives. If time runs out, the match ends in a draw. No team loses because of "tickets". BUDGET (not necessarily inherent to other concepts below) Main base assets are also a factor. A landing strip to accommodate fixed wing aircraft and supporting hangars per vehicle carry massive costs. If the commander plans to use ground vehicles, he will need a repair/supply bay. Helicopters need landing pads. Assets such as these cost hundreds of tickets and is the reason for such a large initial budget available at game start. COMMANDER ORDERS COMMANDER (CO) LIEUTENANT COMMANDERS (XO) TIMELINES The XO would see up to five orders down the list, unless he is the one creating them, having received permission from the CO. The SL at this time would only see: Post script: I'd forgotten to clarify that the CO is the sole method of spawning for vehicle assets. Assets do not spawn of their own accord. XOs are not responsible for budget management beyond the conservation of their squads' assets and their spawn rate. Furthermore, COs, XO, and SLs all receive a battle notations tab with a notepad, and a request log, and a battle chat log. Request logs cover fire support requests, requests for orders, requests for transport, etc. These are automated requests generated through the script lists. Their purpose is to help sort out outstanding requests. The battle chat logs are as follows: CO sees his chat history with XOs or squads reporting directly to him.XOs see their chat history with CO, XOs, or their SLs.SLs see their chat history with their XO and maybe other SLs in their group).