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Battlefield 2 - Tactical Gamer Irregulars Discussion for TG Irregular squads

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Old 01-04-2006, 06:50 PM   #16 (permalink)
 
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Re: TG-IRR squads ingame

Aside from the pirate joke:

Should we lock the squads or allow non-irregulars into it?

Ive seen an Irregulars squad with 2 Irregulars in it, but it was full, so the other 3 or so Irregulars on the team couldnt join. It is unpleasant to have to ask people to leave the squad, so maybe locking it in the first place would be better.
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Old 01-04-2006, 07:08 PM   #17 (permalink)
 
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Re: TG-IRR squads ingame

Dont lock the squad, but rather kick the non-Irregulars and invite the others to join, may sound cruel, but would be nice to get the Irregulars working together as a squad, rather than split into different squads, IMHO.
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Old 01-04-2006, 08:57 PM   #18 (permalink)
 
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Re: TG-IRR squads ingame

I was SL when TheVegeet and I were the only Irr's, and the three others couldnt get in cause the squad was full. I personally couldnt just kick the non Irr's out. Didn't feel right. But if this is OK, and the other in house squads do this, we'll also do it.
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Old 01-04-2006, 09:10 PM   #19 (permalink)
 
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Re: TG-IRR squads ingame

How about this:

If not many Irrs are in the game, we leave the squad unlocked. If more Irrs join later and the squad is full, we tell the non-Irrs we need to kick them, and we do.

If there are already, say, 4 or more Irrs in the game, we lock the squad and invite the Irrs. If not many of them accept the invite, or some of them later leave, then we unlock the squad (can you unlock a squad? if not then we just form a new unlocked squad.)
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Old 01-04-2006, 10:23 PM   #20 (permalink)
 
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Re: TG-IRR squads ingame

There may have been discussion on "locking" squads, not sure if "locking" the squads is "allowed" in a sense, but I will look into it and get a definite answer for us. So for now, i would say, just let the nons know you are icking them to make room for the Irregs and invite the Irregs, but leave the squad unlocked for now until I get further confirmation, because I think they frown upon "locking" the squads.
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Old 01-05-2006, 01:56 AM   #21 (permalink)
 
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Re: TG-IRR squads ingame

Quote:
Originally Posted by TheVegeet
How about this:

If not many Irrs are in the game, we leave the squad unlocked. If more Irrs join later and the squad is full, we tell the non-Irrs we need to kick them, and we do.
We're going to struggle with this -- what is appropriate without making those just trying TG out feel slighted. As a pretty recent convert, I 've appreciated when guys welcome me into a squad and would not like to be kicked ... tendency for guys/gals who want to learn TG is to join a squad led by someone with a TG tag.

I would suggest that no matter what, members of the irregulars wear a TG-I or TG-Irr tag so it's clear to ourselves. Since most of us play, erm... irregularlly... it will help ID us to each other. I can see a scenario where a SL might kick an Irrg'lr out to make room for another Irrg'lr, simply because he didn't have a printout of the roster handy. If you don't wear your badge, don't expect "Irregular Treatment".
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Old 01-05-2006, 02:18 AM   #22 (permalink)
 
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Re: TG-IRR squads ingame

Quote:
We're going to struggle with this -- what is appropriate without making those just trying TG out feel slighted. As a pretty recent convert, I 've appreciated when guys welcome me into a squad and would not like to be kicked ... tendency for guys/gals who want to learn TG is to join a squad led by someone with a TG tag.
Agree. My gut feeling is that we should be very careful about locking squads and kicking players. I have the same thoughts as fuller that locking squads is frowned upon and letting new players into established formations is the best way to get them "TGed up". I know i was very impressed and appreciative when i was allowed to trail around with a 42nd squad on my first night.

Having not had much game time recently i havent had a chance to look at the implementation of Irr squads in game but i would think it is sensible to wait until there are 3 or 4 irregs on your side before creating an irr squad. Maybe sound out interest over TS or in-game text and then start an irr squad if favourable responses are heard. I understand the desire to make an Irr squad as soon as you get on server but it will inevitably lead to it filling up with non-squad members as new people join. That is when the polemical "kick or lock" debate arises. If you have 3 or 4 irregs as a core i dont see having a couple of slots open for new TGers or other TGers who cant find a decent squad to join a problem. Plus it will allow us to get their input on play. Remember that as well as being irregs we have a greater responsibility to the community as a whole.

Like fuller i will have a look into this issue but in the meantime i would say no locking and no kicking. If you do have the understandable desire to play in a wholely irr squad and find enough irrers have suddenly joined then wait for the end of the map, VOIP that you are leaving to create a new squad and bow out that way. I think it will create a much better atmosphere and will allow reorganisation in the down time. Just my thoughts.

Quote:
I would suggest that no matter what, members of the irregulars wear a TG-I or TG-Irr tag so it's clear to ourselves. Since most of us play, erm... irregularlly... it will help ID us to each other. I can see a scenario where a SL might kick an Irrg'lr out to make room for another Irrg'lr, simply because he didn't have a printout of the roster handy. If you don't wear your badge, don't expect "Irregular Treatment".
I think Tag wearing should reside solely with the conscience of the individual player. As stated in the SOPs:

*Anyone who endorses and practices our playstyle and rulesets may wear the TG tag when playing on our or other servers. Bottom line: if you support TG for what it is and want to show that support, the TG tag is a good way to do it. Many players who love it here choose not to sport the tag in their playername, and that's fine, too, if that's what you prefer. The option is there for you to take or leave.
*We love it when people support this community with Supporting Memberships, but it's not required to wear the TG tag.
*I just want to re-iterate that by wearing the TG tag you are representing TG and our style of play. Wearing the TG tag means you have read and understand our rules, SOPs & announcements.

We are going to get new members here who do not yet feel they have a good enough grasp of TG to wear the tag as well as older hands who do not wear it for other reasons. I do not think we should be enforcing this on our members and stick to community guidlelines for it. Hopefully not much kicking will be going on to make this an issue. Just try to stay familiar with the roster and the forum and talk to your squad mates. We may not all know each other but this will come with time. I fear that this sort of kicking/enforcement etc takes us away from our goals rather than towards them.
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Old 01-05-2006, 03:29 AM   #23 (permalink)
 
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Re: TG-IRR squads ingame

Quote:
Originally Posted by JimmyTwoHand
We are going to get new members here who do not yet feel they have a good enough grasp of TG to wear the tag as well as older hands who do not wear it for other reasons. I do not think we should be enforcing this on our members and stick to community guidlelines for it.
I agree ... I don't wear a TG tag either, at least yet, so what I should have made the bigger point above was that then I shouldn't be surprised if the potential Irr SL doesn't realize I'm an Irr -- at least at first. Like you say, hopefully it will be less about kicking and more about inviting in to a new Irr squad.

What I hope doesn't happen much is we fail to realize we have a quorum so never start one up. We'll need to build some momentum so can't be shy about starting a squad -- which gets back to the original topic.
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Old 01-05-2006, 03:47 AM   #24 (permalink)
 
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Re: TG-IRR squads ingame

Quote:
I agree ... I don't wear a TG tag either, at least yet, so what I should have made the bigger point above was that then I shouldn't be surprised if the potential Irr SL doesn't realize I'm an Irr -- at least at first. Like you say, hopefully it will be less about kicking and more about inviting in to a new Irr squad.

What I hope doesn't happen much is we fail to realize we have a quorum so never start one up. We'll need to build some momentum so can't be shy about starting a squad -- which gets back to the original topic.
I understand. Hope i didnt sound too dictatorial, just getting in a preemptive strike.

I would hope that if kicking for irrs is going on that at the very least the SL would communicate to the squad member in question what is going on and why he is being kicked. That then knocks on the head any question of punting somebody who has just signed up for the irregs and is on his first outing. I would like to reiterate my opinion that kicking seems unsavoury to me. I feel it would be much more appropriate to wait for the round to finish and then reorganise if warranted. It might only take a few more minutes and its not as if we have to get into an irr squad to get good gameplay here.

Regarding point two, starting squads is fine, it is a great way to get to know and play with your fellows. I dont want to say anything against this and understand it may be necessary to start one up and then "fish" for members. Understand though that this may well leave you with only one or two irregs and several randoms. If thats how it works out; thats how it works out, make the best of it until you can reshuffle in a more TG way. Remember there is also our new TS channel which can be used to coordinate which Irrers we have on.

On a side note i have trained my parrot to use the commo rose. I find him an invaluable tool. If you ever see me spotting a boat in the centre of Mashtuur thats just him working on some beak control issues. It might be a depth perception thing from the patch i make him wear. He should have it sorted soon though.
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Old 01-05-2006, 05:38 AM   #25 (permalink)
 
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Re: TG-IRR squads ingame

He guys,

I agree with Jimmy on this one, sounds like solid reasoning.

I do have something other to say; I just moved and that's why me and Flipya54 haven't been posting here. We don't have internet yet and that will unfortunately not change until, maybe if lucky, 3 weeks......

I know it's killing me too, but on the plus side, we're moving up in the real-estate world

So guys if you don't get a response from us for a while, don't be alarmed, as soon as the internet kicks in, we'll be all over you guys.

Cya guys soon, i hope......
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Old 01-05-2006, 11:25 AM   #26 (permalink)
 
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Re: TG-IRR squads ingame

Congrts on the move up. No problems, when you get back we will bring ya up to speed
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Old 01-05-2006, 04:14 PM   #27 (permalink)
 
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Re: TG-IRR squads ingame

Quote:
Originally Posted by Douwe21
He guys,

I agree with Jimmy on this one, sounds like solid reasoning.

I do have something other to say; I just moved and that's why me and Flipya54 haven't been posting here. We don't have internet yet and that will unfortunately not change until, maybe if lucky, 3 weeks......

I know it's killing me too, but on the plus side, we're moving up in the real-estate world

So guys if you don't get a response from us for a while, don't be alarmed, as soon as the internet kicks in, we'll be all over you guys.

Cya guys soon, i hope......
Thats what we are all about at the Irr's, you dont have to worry about losing your slot to non-participation, our slots are endless.....well, at lleast as far as the Irreg roster is concerned!! Congrats on the Jeffersons move...."Movin' on up...!!"
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