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Hey all! So a couple days me and a friend of mine were having an interesting conversation about the upcoming heavy assets such as MBT's as well as air assets like Transport helicopters and how they will be implemented. Now this suggestion is not a "Is X going to be implemented" suggestion, for this thread we will just assume that Tanks, Transport helicopters, IFV's and all that business will be deployed at some point in the future. The real idea of this thread is how they will be implemented into the squad framework. What's wrong with the current system? Currently in Squad, once a vehicle is claimed by a squad, any random player who joins in the squad is able to jump in, gun and drive around the asset without any issues. Whilst this works with techies, humvees and trucks, this simply will become problematic when heavier and much more valuable assets are implemented. This is because heavier assets often come with a larger and much more different required skillset than your average infantry squad, this applies even more so to helicopters and other air assets where a good level of skill will be required in order to fly the vehicle. Tanks, IFV's and Air assets require an incredibly high level of communication and teamwork in order to work together well. A disorganized and fractured tank element of a team will find itself cornered and destroyed piecemeal very quickly and will end up being a waste to the team overall. Often the team that wins in PR is the team that has its assets in order and working together and not off doing their own thing. Allowing any squad to claim a valuable asset like a helicopter or IFV simply will dilute the team-play and make these potent vehicles job a lot harder to have some meaningful impact on the match. Currently in PR it is 10 tickets, add the crew and that is 12 tickets overall for a tank destroyed in combat. Add a 20 minute respawn time and you have a significant setback for the team in terms of heavy fire support and the loss of tanks can often condemn a team to defeat. So what is the solution? Here's where the idea comes in. I propose the creation of a drop down menu when creating a squad, the options for this drop down menu could be: - Infantry Squad - Mechanized Infantry Squad - IFV Squad - Tank Squad - Flight Crew Each squad will have kits that will reflect their role on the battlefield. Furthermore each asset squad will only be able to claim assets within their designated role, for example the Tank Squad are the only squad that can claim MBT's. The IFV Squad will be the only squad able to claim IFV's etc etc. This would encourage teamwork amongst the assets and make them work together, this is because heavy assets such as tanks and helicopters will have specific objectives that will not necessarily be in line with the standard infantry squads objective. For example, the tank squad in PR's primary objective is to destroy the enemy teams tanks, this requires strong co-ordination and inter squad communications. Once their primary objective has been achieved the tanks can move on to complete their secondary objective which is to provide heavy fire-support for the infantry. The same applies to transport helicopters, their job is to ferry infantry and supplies around the map quickly and effectively. Often enough a well dropped infantry squad at a pressure point during the match can mean the difference between victory and defeat. Then comes the final reason for this system, administrating. When heavy assets and air assets come into play on Squad, administrating is going to become a much more involved process than it already is. Administrating currently is a fairly simple process at the moment with only the odd teamkill to deal with, however when heavy assets are eventually implemented, a lot more time is going to be involved in making sure players are not asset stealing, asset wasting and ruining the game for everybody else. As someone who has done extensive administrating on PR I can tell you that this will be an issue literally the moment these assets come out as everybody will want to have a go in the tank. This system could almost eliminate the whole issue of asset stealing through a first come first serve basis. You could even create a limit on the amount of squads, for example only one tank squad, one flight squad and two mechanized infantry squads. The Breakdown of Kits: Infantry Squad No changes Mechanized Infantry Squad Two Crewman kits - armed with an assault rifle, Binoculars and Smoke grenades, the rest of the Squad will be standard infantry layout. IFV Squad Crew Chief - Armed with an assault rifle, sidearm, advanced binoculars (GTLD?) and smoke grenades. Rest of the squad will be crewman kits armed with an M4, binocs and smoke grenades. Tank Squad Crew chief (Squad Leader) - Assault rifle, sidearm, GTLD and Smoke Grenades. Crew member kits - Assault Rifle, Binoculars and Smoke Grenades. Flight Crew Squadron Chief (Squad Leader) - Armed with a sidearm, binoculars and smoke grenades. Flight Members - Armed with a sidearm and smoke grenades. Final Notes: Whilst I know this idea won't be accepted by many, the point of this suggestion is to try and focus gameplay when Squad expands to PR levels of combined arms warfare where each squad has a designated role to play. Ultimately, the goal is to create a fruitful environment where the communications, tactics and teamwork between the different arms of a team can coalesce into truly great experience and I feel that this system would help achieve that goal.