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TL;DR

These ideas of mine  are ambitions and push the envelope in what is possible and ultimately I think could really make this game great and separate it from other games out there even further. I dislike the idea of adding too much game play that is focused around explosions and or gun fire (although that is inevitable and will come) I was thinking of new ways to incorporate game play that does not have gun fire and explosions at the center of it's game play. So I came up with the new class: THE INFILTRATOR. The new class the infiltrator provides a very interesting game play style that uses the communication system in this game as part of the game play adding something special and unique to squad ultimately allowing the player to hack enemy communications for intel or disruption via FOB radios, rally points, and abandoned vehicles. Along with that the infiltrator will also be able to capture enemy players with a sneak attack from behind, allowing for interrogation, communication hack and if friendlies are close by to assist in detaining the enemy for capture, and an escort mission will be allowed back to friendly base to capture enemy player as a prisoner for interrogation and other purposes. Important to note that the infiltrator will have only a silenced pistol as his main weapon and no shovel. Squad leader has ability to build new building: THE PRISON CELL where prisoners are kept for interrogation and further dealings. All of this provides a really unique and real element to squad that is similar to how it is on the battlefield and also incorporating that element of non fire and explosive game play. I love this game and was compelled to share my 2 cents on how to make this game great. If you have any questions, ideas, or improvements to my ideas or want to be part of the discussion feel free to post but please read my entire post if you plan to post something thank you!  

 

 

Brief introductions, I usually tend to Play as Squad Leader and I have over 300 hours on this game, not like any of that matters, but hopefully it gives you a good perspective and shows that I genuinely want to help make the game better with these suggestions. I am mainly looking to strike a discussion with other passionate squad players and hopefully some devs about my ideas to ultimately make this game great!

 

Let's get right into it

NEW CLASS: THE INFILTRATOR 

Concept: Spy

This class will be designed to INFILTRATE enemy FOB positions, rally points, and abandoned vehicles for hacking into the enemies communications systems and also to sneak behind and capture enemy soldiers for communication hacking, interrogation and prisoner capture. Only 2 infiltrators are allowed per team, the first infiltrator slot will become available at a team size of 25 players, and the second slot becoming available at 30 players. I will go into further detail in the mechanics, meta, and balance of this class below. 

 

The Infiltrators kit will consist of a silenced pistol as a primary weapon, ,3 smoke grenades, 2 bandages, a communications hacking system of some sort, and binoculars.

They will have a unique perk that allows their foot steps to be less loud. 

 

This hacking system would be the Infiltrators main ability - If an infiltrator is next to an enemy fob radio position, the infiltrator can hack into enemy communication systems and hear the communication channels of squad leader chat (potentially other enemy channels as well). If dev team  allowed to hear all enemy channels, it would sound like a clutter mess and would create balance of power, as the infiltrator would have to deceiver a  message  from the chaos of listening to the entire enemy team at once and would then have to form an intelligent message to inform his team about his findings from the hacking. But hearing all the channels could be annoying as well, I'm sure a balance could be found here. Hacking communications systems from a fob radio would allow for interesting Intel, game play, and strategy. Example of possible game play strategy: Friendly squad members should be quiet while infiltrator is hacking communications so he can accurately decode a message.

 

Naturally when an infiltrator is within 5 meters of a enemy fob radio, all spawns on that fob will increase by 30 seconds for all enemy players. (these number could be played with for balance purposes I think 25-30 seconds give the infiltrator enough time to deceiver a message and then move positions if need be, maybe more time is needed who knows.)

 

Further speculation on this idea could allow the infiltrator to actually communicate to the other enemy squad leaders, POSING as one of the squad leaders giving them bad intel or confusing them or even bringing down certain communication channels for awhile! But be careful- if they are on to you, your location could be compromised and they will know you are on their radio! 

 

NOTE* The infiltrator will NOT have a shovel as part of their tool kit, balancing this class so that they will only be able to HACK enemy fobs not destroy them. Plus only armed with his silenced pistol, his role is about being sneaky and not engaging directly with the enemy, only engaging in close quarters or when he has a more favorable/opportune scenario.

 

Rally Point Infiltration - If the infiltrator is next to an enemy rally point, he will be allowed to hack the communications systems of that enemy squad, listening, or potentially bringing down their coms for a certain/short period of time if certain requirements are met.

 

*REQUIREMENT EXAMPLE TO BRING DOWN ENEMY SQUAD COMs: Infiltrator is on enemy rally point, in order to bring down enemy coms for 2 min your squad leader has to be within 5 meters of you. NOTE* rally point will not disappear so long as the infiltrator is within 5 meters of the enemy rally. More importantly the enemy rally point will have its spawn timer increased for all enemy squad members but will still be spawnable just with an increased timer.

 

Enemy vehicle infiltration - If the infiltrator is next to an enemy vehicle that is abandoned, he is able to hack their communications and listen to enemy squad leader chat which ever squad owned that vehicle. If a friendly squad leader is on the infiltrator's position, the infiltrator is allowed to bring down enemy squad leader chat from 2 min. If the infiltrator hacks an abandoned logi truck with supplies in it, he can destroy the supplies without destroying the truck.

 

SPECIAL NOTE: People have already tried to find issues with this idea, some are suggesting that everyone would just use discord or something, Not likely on public servers, For a more competitive and organized situation I could see this happening, but for the most part people are genuine in this game and you can have server rules that require you to not use external voice chat programs and if the rules weren't followed you could ban them. Further more you could develop this idea so that if a successful communication infiltration has happened you would take 3 tickets away from the enemy and even potentially reviling enemy positions on the map for a brief period. As you can see there are many alternatives and ways to get around this problem and I have only just named a few. 

 

NEW UNIQUE ABILITIES: CHOKE HOLD/INTERROGATE/CAPTURE PRISONER

The infiltrator will also be able to sneak up behind enemies and perform a CHOKE HOLD that renders the enemy player useless for 30 seconds. During this time period the infiltrator's movement speed is reduced significantly *SO BECAREFUL WHERE YOU CATCH SOMEONE* In this small time window the infiltrator can speak with the enemy player by using proximity chat, listen to that soldier's squad chat, and speak for him if desired to potentially confuse the squad. After which, the enemy player will be released, waking up on the floor disoriented with low stamina and reduced movement speed to 50% for 5 seconds, and their communication to squad members will be offline for 30 seconds. 

Careful to not alert the enemy squad that you have hacked one of their squad members if you decide to talk with them. Imagine if you caught the enemy squad leader, tried to mimic his voice and told his squad to move into a compromised position, but just being able to listen to what the squad is saying is powerful in of itself. Game play example: If the infiltrator is sly, he can get the enemy squad members to reveal their position, especially if they are already under fire and confused from battle. This is also very realistic as during your choke hold you could be grabbing the solders radio in real life mimicking his voice. Now people who use the voicechat cleverly are rewarded. *KEEP IN MIND that these abilities could eventually be given to all the classes, manly the choke hold, but I think it could be over used, since there are only 2 infiltrators per team in this scenario it wouldn't happen that much keeping it balanced but fair enough that smart infiltrators could capture enemies who were venerable from low stamina, or are wandering alone…. Oooooo HOW SPOOKY! and then…. The next phase of prisoner capture begins stay tuned….

 

If a friendly player is within 5 meters during  the 30 second CHOKE HOLD, the infiltrator will be able to DETAIN an enemy soldier indefinitely. If a successful detainment has been made, that captured solders friendly arrow would disappear off the map. The only notification your squad would have if one of your friendly has been captured is that they would not be responding to radio communication. The enemy soldier will only be released if the infiltrator is killed OR *If the friendly player then moves outside a 10 meter radius from the infiltrator, he can no longer help escort the enemy soldier, and movement speed of the infiltrator with the detained soldier will be 50% slower... If enough time elapses without a friendly nearby the enemy solder would eventually struggle free and be released…

SIDE NOTE* There is an option to use hand cuffs, so even if the solder got free his hands would be tide. He could still run and would have to get to a friendly ammo crate to get a gun again. This provides a balanced way allowing the solder to escape but not fully effective unless he makes it back to a ammo box!

 

NEW BUILD-ABLE STRUCTURE: PRISON CELL

The squad leader will now be able to place a prison cell at the cost of 300 supplies, where the captured enemy soldiers will be held for further communication hacking and interrogation, assuming you have made it all the way back to your friendly fob position with a captured solder! NOTE:The prison cell could have a requirement of having to be placed on a friendly controlled objective as an alternative to a fob radio location. Once you are a prisoner, you are stripped of all your gear and cannot communicate with your squad. If there are 2 or more prisoners in the cell, they will have the ability to escape from the prison cell by performing a set of actions to create their escape, this escape should take some time, maybe 1-2min to achieve maybe longer…, and could be anything from creating a makeshift key, to digging a hole, or what ever the devs feel is most realistic. MOST IMPORTANTLY I want to portray the idea that the prisoners can escape somehow because it should be important to allow the prisoners some sort of gameplay and or goal / hope for escape or rescue.. Naturally, this would create the need for a guard to be on duty watching the prisoners for any suspicious behavior. The only form of communication the prisoner has is proximity chat with the enemy team. Players who are Prisoners will have their sprint speed and stamina increased due to having their gear removed, the only way to rearm if you escape is at a ammo crate.

 

As I develop the idea for capturing enemy solders and taking prisoners, I am trying to keep in mind ways to allow the captured player to still have a way to escape or have control of their character. If a enemy solder is successfully captured it provides another objective on the battlefield, your squad will have incentive to rescue them especially if there're multiple prisoners and they all have their coms hacked so the enemy knows exactly what your plans are. Imagine if you captured a squad leader… no rally points… enemy squad would have to form new squad and all spawn fob. This could be a great way to turn the tide of battle in a unique way. Also providing incentive for rescue missions because every person in the prison cell will reduce their team's ticket count by 3 for every minute that goes by. Example: If there are 2 prisoners in the cell, their team's ticket count would go down by 6 every minute!

 

Personally I cannot dream of all the ideas that could be had from this. I have elaborated on just a few game play ideas this could come from this. But the possibilities are endless. Imagine rescue missions with helicopters to the enemy prison cell to rescue a captured squad leader. Just a side note here that I wrote most of this while listening to the squad music on the main screen. I really like this game and the music! I think this idea or something like it would bring squad to a whole new level in a multitude of ways.

 

SQUAD LEADER RANKING/ ALL PLAYER LEVELING SYSTEM

I think for some time now, squad has needed a way to show case your skill in the game. I also think there could be a cool system where all the squad members could RATE their squad leader and that rating stayed with him. Also along with this Implement a leveling or ranking system for all players with the objective to showcase your experience level within the game.

 

SILENCERS

And lastly, allow squad leader, one rifleman class, and maybe a select few other classes to have access or the option to equip a silencer to their weapon!

 

As you can see the main themes of my ideas are SNEAK, GRAB, DETAIN, CAPTURE, INFILTRATE, COMMUNICATION,  PRISONER, 

 

I think going forward squad should evaluate types of game play that new ideas bring into the game. These ideas presented are very much centered away from shooting and explosions and reward the players for being sneaky, patient, cleaver, and perceptive. We have plenty of options for shooting and exploding things, now's a time for something new and unique. Having options to sneak, capture, infiltrate communications, work together, which is what squad is all about. The infiltrator will require friendly's nearby in order to fully be effective at his game play. These elements that the infiltrator bring aren't as deadly or as immediate as a gun or exploitation but in the long run provide a very realistic advantage to your team and threat to your enemy's team!

 

I love this game and I hope you enjoyed reading this post if you made it this far!

 

See you on the battlefield,

Gnarleus out 

Edited by Gnarleus

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Only read first part. But dont get you hopes up. Cant imagine this every being added to squad and dont think it would improve what the game is trying to do. It is cool that you dont like explosions and guns, but this game is about combined arms battles (so explosions and guns).

 

Devs have confirmed no silenced weapons and that we wornt be able to hear enemy coms (since this would cause people to move to external software).

 

Edit: just some more this idea just seems like an extreme amount of work for so litlle (and something that doesnt fit current gameplay at all). Would like if people stayed a little realistic in their suggestions.

Edited by Romby

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What you are describing is a mod, and frankly, one that I would have no interest in playing. Good luck with it though. 

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well thought out but this does not fit with game at all. The class is unrealistic. So is the game right now as i am annoyed how u can just kill an enemy squad inside a house across a field over and over and over again. No reward and no risk for the people in the house they could stay there the entire game. rallies need nerfing. But i doubt they would take it this far they arent promoting real strategy and no one cares about dying but i dont think they would go for this level of action movie. Make a class with a pistol in maps with an open field? Its a war zone. I just learned the army doesnt even use SMGs. I dont see how gathering intel will help thattttt much. In AAS its going to be 2 objs most of the team is on. Where their FOBs are, are probably somewhere around there. The class would be just one more body not pushing an objective. Except to piss off the enemy SLs and nothing else. In this game it would mean nothing. You cant get rid of anyone unless u kill their infinite spawn point. 

Edited by madcat768

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At the conclusion of this dissertation I envisioned this character that was a juxtaposition of Carlos Hathcock, JC Denton, Sgt. Schultz, TF2 Spy and the spy from Statego. Am I mentally ill?

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Thankyou to all of you that read my post and replied!

 

ROMBY I should have been more clear about the gun fire and explosion topic. I like gun fire and explosions, but i feel that we have a wide variety of options to kill and blow ourselves up already. Adding some gameplay not focused around this aspect could be refreshing and a great thing. Of course more guns and explosions will be implemented in this game, thats a given and I'm ok with that. But something to relate to that's already currently in the game that relates to this realm of thought is the job of the logi truck driver, one of the most important rolls in the game except you are driving a vehicle the whole game, trying to find cleaver routes to your fobs away from the enemy. This type of game play is very much focused around non gun fire and explosions but is still very important roll in your team. More rolls like this ( better rolls because driving the logi can be somewhat boring I get it, maybe the logi should include a radio with some music? LOL) but we can surely find other rolls that are not centered around guns and explosions and with my post i'm merely teasing and playing around with some ideas focused towards that style of play.

 

3 hours ago, madcat768 said:

The class would be just one more body not pushing an objective. Except to piss off the enemy SLs and nothing else. In this game it would mean nothing.

 

Did you miss the part in my post where if you successfully captured a player that the enemy team would loose a certain amount of tickets every minute that went by? Effectively being able to swing the tide of battle in your favor if you might be behind. Or if you successfully hack a fob radio you could take 10 tickets from the enemy. It would be easy to create ways for the class to still provide value to  the team even if he wasn't pushing points.

 

Keep in mind Zylfrax791 that although this new class seems to envelope many ideas and "characters" as you put it, the ideas were meant to be there to build something from, not necessarily be absolutions.  I did have thoughts about separating the Infiltrator class into 2 different classes. One class focused on communication hacking and the other focused on sneaking and capturing solders. At the end of it all i wanted to include everything for clarity and thoroughness. I will not be able to assist you with your mental illness however. 

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That's ok Gnarleus, many have tried. Seriously though dude if you go read the Wiki all this stuff is has been mapped out in great detail. That said though, there is room for a new group after the Brits are done and my vote is for the Norks or Central American Cartel and your class might dovetail nicely with them.

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On 7/25/2017 at 5:38 PM, Gnarleus said:

Did you miss the part in my post where if you successfully captured a player that the enemy team would loose a certain amount of tickets every minute that went by? Effectively being able to swing the tide of battle in your favor if you might be behind. Or if you successfully hack a fob radio you could take 10 tickets from the enemy. It would be easy to create ways for the class to still provide value to  the team even if he wasn't pushing points.

 

no, i read that.

What i was saying: Risk and reward. There isnt much on any level in this game in terms of player consequence, not enough to warrant being taken out of the game for minutes at a time. it would not work in the game, being able to capture people. They are going to leave, or they could leave and rejoin. And if you set up some system to help with that i dont really care the concept does not fit anyways. In mechanics and inside the world of squad.

in the world of squad

1)death has little consequence

2) pain has very little consequence

3) you want capturing to have high consequences 

 

I personally would stop playing the game immediately. 

It wont work @Zylfrax791 @Gnarleus

It does not fit within its own world. Tell me how it does. That concept only would work in a game with higher risks to players.

(Suggestion) Being captured is worse in the game than dying.So keep throwing those bodies at objectives but when u are captured its all over.

 

-(IF) When there is a one life only game mode officially this could work. With no ticket system. Other wise death is way preferable.

(Common Sense) DEATH should always be greater than being captured in consequence. In this game it means very little. That is why it wont work. It would make it even less realistic and does not go with the game world. If u can explain how it would other than "it just would" i would be surprised. Death should always punish players more first than anything else on the individual level. Prove me wrong why death in a military shooter should be less of a consequence than being captured.

(Torture?)And dont say torture because virtual pain means nothing in this game world. That does not deter anyone. You bandage yourself and take very little penalty it is not represented as something of consequence. No risk attached. No pain killers required. 

 

In mechanics and logically inside of this game world the idea of capturing or detaining people does not make sense.

 

This concept will ruin the game. Why would u want more ppl lone wolfing from the fight. Hacking FOBs? Just kill them! Right now! Enemy vics are different but then everyone will just use discord or server team speaks if it got too annoying. Because that is all it would be just annoying. You are missing the genre of this game TACTICAL MILITARY SHOOTER. If it was one life only then people would have reason to be captured and detained or something. But if u were playing a 45min game of COD and suddenly ur screen went black and u were just sitting in a room the entire game how is that help u want to play the game? Everywhere else in the game of COD there is no risk to dying. Just keep dying and re-spawn and suddenly u just are stuck in a room? ABSOLUTELY DOES NOT FIT. Its an idea meant for another game. I would actually perfer it to be the kind of game that capturing people and hacking communications would be a good fit but right now squad is not. They need to nerf rallies first if anything.

Edited by madcat768

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On 7/25/2017 at 4:48 PM, Zylfrax791 said:

At the conclusion of this dissertation I envisioned this character that was a juxtaposition of Carlos Hathcock, JC Denton, Sgt. Schultz, TF2 Spy and the spy from Statego. Am I mentally ill?

 

Nope, I had the same mental image. I think the class needs SEDUCE ability to be more like modern James Bond.

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Whilst I reckon OP's idea is a bit grandiose I think one narrow feature of the concept has merit and that would be the implementation of several of these "spyish" characteristics into the commander class. 

 

Logically the commander class is going to need to be somewhat stealthy in order to observe & coordinate the squads. Plus you'd need a distinctive avatar that both friend and foe would recognize. 

 

Within this commander pardigm I can definitely see a meta quickly evolving and that's assassinating the other teams commander so some of these attributes are relevant.

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ah... the spy... loner, infiltrator and all round sneak thief ... in a game about communication and squads.... go figure... tbh the scout or sniper could already do half of this..and whilst its just another class ultimately not sure its quite what squad needs to evolve into a game about military movement and control

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I think I suggested a game mode where one teams objective is to free prisoners or hosteges from a prison that is defended by the other team, the prisoners are AI characters, if just one is rescued out of the whole lot, team wins, if prisoners not rescued defending team wins.

And if capturing was available, a player could gain inside access to prison to aid in escape.

Edited by XRobinson

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2 hours ago, Zylfrax791 said:

Whilst I reckon OP's idea is a bit grandiose I think one narrow feature of the concept has merit and that would be the implementation of several of these "spyish" characteristics into the commander class. 

 

Logically the commander class is going to need to be somewhat stealthy in order to observe & coordinate the squads. Plus you'd need a distinctive avatar that both friend and foe would recognize. 

 

Within this commander pardigm I can definitely see a meta quickly evolving and that's assassinating the other teams commander so some of these attributes are relevant.

If there is going to be a commander class, I'd guess they will either be a separate role that is tied to a command post/vehicle, in which case, they'd better be sitting somewhere safe and never die, or, they are just going to be one of the SL's with access to intel like a UAV or something that the other SL's don't have. It's not going to be spy vs spy sneaking around the battlefield trying to off each other. Which, isn't what happens on battlefields like we have in Squad anyway. You'd be better off making a Special Ops mod, where a small team has to accomplish several goals while sneaking around. Any capturing would negated by "~ respawn", who would want to sit around and be debriefed? 

 

 

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I can think of a wild scenario where the attacking team to free the prisoners from the prison: when the wall gets breached and the prison is entered at a certain point in the prison; the whole team de spawns and instantly re spawns in as prisoners and given weapons that got delivered by the guys who breached the wall and then it becomes a mad dash for freedom and fighting your way out to a location on the map and it also becomes one life to live at this point, the first 5 or whatever number or maybe to last guy to make it out is a win for attackers.  Is that wild idea?  This way the whole attacking team plays the rescuers and the prisoners in the same match!

And before the attackers become prisoners they place weapon stashes where they can then use them when they become prisoners escaping!

Also, in this scenario weapons should be able to be picked up off ground and when you become a prisoner your no longer in a squad but can talk to your fellow prisoners and band together to get out....the defenders job is to not let any escapees out alive to win.

Maybe I heard this idea though.....

Edited by XRobinson

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