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Kits, Roles, Limits and Steam launch

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Good stuff! I assume we'll get hands on this patch a little bit before EA? Quite a lot changing, probably wise to let a bunch of fanatics test it out before it hits the masses.

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We are trying to get a patch out for you guys to test a bunch of the new stuff, to make sure that there are no big show stoppers, but at this point we cannot give you the exact date.

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Two rpgs in each squad?

Vehicles are not going out of base... ;)

How many cumulative rockets have to use for busting a tank?

Are you gonna limit those two rpgs classes that when one player pick cumulative rocket,then second player other war heads(smoke,signal,anti personel etc.)

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That article is inaccurate and we will be putting out a statement about release date shortly.

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Blimey that was a read and half.

1. Are the kit restrictions purely during EA or is this how its planned to evolve. If so, are these options that will be changeable in our own servers?

2. I can see issues with this idea but I will say it anyhow, during EA restrict the number of Squads that be created on each team, once you have completely filled say 'for example 3' squads then that unlocks the ability to create another new squad Etc etc. I can see problems but it's just an idea to think about.

3. Re: FT, how about simply SL mark each player in their team with either red or blue mark, so they know what team they are in. That way SL still has overall control of the Squad and he simply delegates someone takes control of the on-the-ground-business but orders still come from SL. The team can use local when away from SL. (Which is kind of how it's been done by some of us up until now)

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Really cool fellas, great work Devs...just awesome to read these pages.

 

Im still trying my best to perfect the medic role so please be patient with me. Ninety nine percent of game time for me so far has been a tonne of fun. A typical log in for a game has me switching sides to join the team that needs more players. Then i choose a squad that don't have a Medic. Once in game i'll say g'day to all and let them know their medic is "on the way".

Some of the better starts to games have had a SL pep talk, always cool having every one around by while the SL hatches a plan so we are all on the same page. When the SL has finished i like to quickly jump in and remind the squad i am (one of) your medic(s), if you get hit, try to make it back to me or get to cover if you can, otherwise im coming to you!... with smoke...so don't tap out on me lads cause i will be doing my darndest to revive you or die trying!

 

Yet again i have failed to make this years West Australian Rich list, but i don't care, my life is quite rich enough owing to the simple fact this community is a part of it.  B)

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One point you guys didn't really hit on, which I think would have helped calm some nerves, is how you can much more "easily" release an update once we get on Steam; if something is nutty and really throwing the game off.

 

I'll wait to see how it plays before I go stuffing an IED in your Tofurky.  So far you guys have hit a nail on the head, outside the whole healing a gun bit ;)

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Just to give an update on the status of this system, a few systems are being implemented on top of this system to give some more control of which kits a squad can function with. As can be seen in the original pictures from Tom, each role is grouped into a role group like specialist, command and construction, fire support and so forth. Each of these will have a limit on how many roles from the group you can have in your current squad.

In terms of gameplay this means that you might only have 3 or 4 fire support roles in a squad, which could be a 1x L-AT, 1x UGL, 2xMG or any other combination hereof, the number of roles from a different group also scales with the squad size, so you will always have to think of how to configure your squad optimally for the current map and situation.

 

Lastly there has been some worrying about players leaving squads and bringing their kit to a new one, causing overly powerful squads, while also removing combat effectiveness from the original squad. This is being addressed with the player losing the kit and going to a basic kit upon leaving a squad, this basic kit will have a primary weapon, a bandage and a shovel, but only if the original kit had it. This in practice means that you will not get any new ammo on the new kit, if you had already used the bandage on the old kit then you will not be getting a new one upon leaving a squad. A great side benefit of this is also that the kit gets returned to the role pool of the old squad, while not overly punishing the player that wanted to just change squad since they will still be combat effective.

 

There are a huge amount of variables in this system and we are doing balancing on it while we are implementing it fully, but so far we are very happy with how the system is turning out.

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Just to give an update on the status of this system, a few systems are being implemented on top of this system to give some more control of which kits a squad can function with. As can be seen in the original pictures from Tom, each role is grouped into a role group like specialist, command and construction, fire support and so forth. Each of these will have a limit on how many roles from the group you can have in your current squad.

In terms of gameplay this means that you might only have 3 or 4 fire support roles in a squad, which could be a 1x L-AT, 1x UGL, 2xMG or any other combination hereof, the number of roles from a different group also scales with the squad size, so you will always have to think of how to configure your squad optimally for the current map and situation.

 

Lastly there has been some worrying about players leaving squads and bringing their kit to a new one, causing overly powerful squads, while also removing combat effectiveness from the original squad. This is being addressed with the player losing the kit and going to a basic kit upon leaving a squad, this basic kit will have a primary weapon, a bandage and a shovel, but only if the original kit had it. This in practice means that you will not get any new ammo on the new kit, if you had already used the bandage on the old kit then you will not be getting a new one upon leaving a squad. A great side benefit of this is also that the kit gets returned to the role pool of the old squad, while not overly punishing the player that wanted to just change squad since they will still be combat effective.

 

There are a huge amount of variables in this system and we are doing balancing on it while we are implementing it fully, but so far we are very happy with how the system is turning out.

 

Thanks for the update Mother. While reading I had another thought, that being, if I as a Squad Leader kick a player from the squad, for whatever reason. Does this situation recieve the same effect that you have described here?

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@Blitza The rest of the dev team actually asked that yesterday, I have not tested it yet, but we might allow more equipment to be kept (Like grenades and smoke, but not specialist equipment) if kicked from a squad compared to leaving. But we are still fixing some items to make the system fit for modding

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@Blitza The rest of the dev team actually asked that yesterday, I have not tested it yet, but we might allow more equipment to be kept (Like grenades and smoke, but not specialist equipment) if kicked from a squad compared to leaving. But we are still fixing some items to make the system fit for modding

 

Great minds think alike, eh  :rolleyes:

 

That's good news. It occurred to me that it I wouldn't want LoneWolfLarry to isolate a squads Marksman kit after they're kicked. Thanks for the reply.

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Leave the squad=Lose the kit, get a basic Rifleman kit back with comparable ammunition to what you had with the kit you lost(Leave squad as an LMG with 1 magazine, get Rifleman kit with 1 magazine and nothing else).

Perhaps give a text warning on screen to 'return to your squad or lose your kit' with a timer, sort of like the punish warning in PR when you're out of bounds.

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I'm making it my daily duty to put out reminders on the EU servers, to the LoneWolfLarry SquadLeadSniper that this will be getting implemented at the next patch! 

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We cannot do this alone. You have all had the chance, as founders, to get in game and learn the ropes. The game and us developers need you guys to pass on the knowledge, be patient and open minded for as long as you can help us with it.

 

I didn't read all the comments in the thread because I'm a lazy person, but you should really do a infographics like Radi-8 did when they launch their mod back then.

You can find it here : http://cpc.cx/dLn

 

It helped me when I started to play neotokyo.

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Will we eventually be able to pickup and drop kits?

 

Believe they said that was a no or not in the foreseeable future.  I like it that way because it makes you target enemy medics as well as protect your own, on top of SLs.

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Just to give an update on the status of this system, a few systems are being implemented on top of this system to give some more control of which kits a squad can function with. As can be seen in the original pictures from Tom, each role is grouped into a role group like specialist, command and construction, fire support and so forth. Each of these will have a limit on how many roles from the group you can have in your current squad.

In terms of gameplay this means that you might only have 3 or 4 fire support roles in a squad, which could be a 1x L-AT, 1x UGL, 2xMG or any other combination hereof, the number of roles from a different group also scales with the squad size, so you will always have to think of how to configure your squad optimally for the current map and situation.

Lastly there has been some worrying about players leaving squads and bringing their kit to a new one, causing overly powerful squads, while also removing combat effectiveness from the original squad. This is being addressed with the player losing the kit and going to a basic kit upon leaving a squad, this basic kit will have a primary weapon, a bandage and a shovel, but only if the original kit had it. This in practice means that you will not get any new ammo on the new kit, if you had already used the bandage on the old kit then you will not be getting a new one upon leaving a squad. A great side benefit of this is also that the kit gets returned to the role pool of the old squad, while not overly punishing the player that wanted to just change squad since they will still be combat effective.

There are a huge amount of variables in this system and we are doing balancing on it while we are implementing it fully, but so far we are very happy with how the system is turning out.

Great way of handling roles and specialized weapons! Really looking forward to putting my pre-order to good use!

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