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Old 06-13-2005, 03:15 AM   #16 (permalink)


 
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Re: server rule: squad required?

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Originally Posted by Wyzcrak
I think hovering to capture a flag is perfectly valid.
I agree... If you dont like it, tell the comm and have him send a team to stop it.

Team work.
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Old 06-13-2005, 03:35 AM   #17 (permalink)

 
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Re: server rule: squad required?

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Originally Posted by kormendi
I think squads should be a requirement. But there should be a squad for people who want to go off on their own (if that type of player is helpful to the game (snipers?)).
They should just let the squad leader know they are going on their own.
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Old 06-13-2005, 03:57 AM   #18 (permalink)
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Re: server rule: squad required?

If snipers want to play lone gunman they really shouldn't be in a squad that's actively assaulting bases. All they'll do is eat a slot meant for someone who's going to be with the team but just because there isn't someone directly next to them doesn't mean they shouldn't be in a squad. Instead of just having them in a random squad they really should form their own. There's nothing wrong with them spreading out but they've got enough range that even spread across the map they can help each other by communicating where infantry is moving and by shooting from multiple locations make it much harder for the enemy to find safety.
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Old 06-13-2005, 04:28 AM   #19 (permalink)
 
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Re: server rule: squad required?

Perhaps this will be addressed in the full, retail version, but I think there needs to be an adjustment to the spawning process to incorporate squad use.

For instance, after you've bought the big one, and you're patiently waiting to re-spawn, the map should probably show where your squadies are so you can "re-deploy" at a location nearest to them.

Another idea, which I don't like, would be to have squad members respawn near their squad leader. I don't like this idea because you would invite the "never ending battle" scenario.

Another thought is to incorporate a squad succession rule. If the squad leader buys it, then the next in line becomes the new squad leader. Perhaps something Ghost Recon-ish: vote prior to map start, people are ranked for succession based on the number of votes they get.

On another note, will the BF2 ranking system (which I know nothing about) incorporate a rank structure to be utilized in game for this purpose...to determine chain of command?

EDIT: disregard. I just read the other topic which discussed the squad leader "mobile spawn" issue. Can't say I like it much, simply because I think you've got to work to link up with your squadies. If you've got a full on match with loads of players, it would be cool to have to hitch a ride with a chopper or vehicle to connect with your squad. Of course, in my rose-tinted glasses world of ideal gaming, having someone in a chopper ferrying dudes to the forward locations would be kind of neat...but dingle-berry pubbies would be bunny-hopping all over the place and you'd inevitably have to deal with them at your spawn.

Speaking of which, we really ought to think about squad movement, defensive positions, etc and orient this game to the tactical level.

Last edited by houdini; 06-13-2005 at 04:47 AM. Reason: stupidity
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Old 06-13-2005, 09:17 AM   #20 (permalink)



 
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Re: server rule: squad required?

Quote:
Originally Posted by houdini
Another idea, which I don't like, would be to have squad members respawn near their squad leader. I don't like this idea because you would invite the "never ending battle" scenario.
You'll find that many times the squad leader needs to stay out of the immediate battle or he will die. I like this because that role should be helping out with orders more. It is also needed to keep the squad together.

As for the neverending battle, it will force people to play defense and stick together. No longer can one person attempt to defend a flag like the old BF1942 days.

Quote:
Another thought is to incorporate a squad succession rule. If the squad leader buys it, then the next in line becomes the new squad leader. Perhaps something Ghost Recon-ish: vote prior to map start, people are ranked for succession based on the number of votes they get.
I like this idea... but at the same time, when that original leader comes back there needs to be a way to make him leader again. Some players are better and squad leaders and I found out last night that having a good one makes a huge difference.

I had my best gaming experience last night due to this squad leader.

Quote:
On another note, will the BF2 ranking system (which I know nothing about) incorporate a rank structure to be utilized in game for this purpose...to determine chain of command?
The ranking system does allow one person to become commander over another if multiple apply. I don't believe it will have any other effect in-game. It may affect how we (TG) unlock certain weapons for use on the server, but that will have to be figured out later with the retail release.

Quote:
Speaking of which, we really ought to think about squad movement, defensive positions, etc and orient this game to the tactical level.
This will come as more people get used to the game. Remember, it is early... TG won't disappoint with BF2.
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Old 06-13-2005, 10:33 AM   #21 (permalink)

 
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Re: server rule: squad required?

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Originally Posted by asch
TG won't disappoint with BF2.
Amen.

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Old 06-13-2005, 01:40 PM   #22 (permalink)
 
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Re: server rule: squad required?

I agree Wyz. Being able to hover to capture a flag is an excellent strat.
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Old 06-13-2005, 10:54 PM   #23 (permalink)
 
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Re: server rule: squad required?

Quote:
Originally Posted by Wyzcrak
I think hovering to capture a flag is perfectly valid.
Ok, humor me a moment. I know its a game...but explain to me how you can actually lay claim and "capture" a site by hovering over it? Yes...technically, you can lay waste to anything that comes near...but...you havent even put foot to dirt.

Air power is one thing, but if you want to win it, you gotta put troops on the ground. And again, maybe this is just me...but I find it very cheap and something I would prefer to not see TGers doing. (IE: blind firing through hostage shack, or disarming the bomb through geometry in CS)
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Old 06-14-2005, 01:46 AM   #24 (permalink)

 
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Re: server rule: squad required?

Simple.

The real capturable is in the air and, while capturable from the ground, was designed to be captured from the air. The flag is just there to mark its location.

True? Prolly not.

But it works for me.
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Old 06-14-2005, 09:21 AM   #25 (permalink)


 
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Re: server rule: squad required?

any helo hovering over a flag to capture is very vulnerable. It takes skill too to keep it still for that long of a period. I think it's totally valid if somebody can actually do it, so be it. Won't let it happen to my troops on my command though.
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