Welcome to Tactical Gamer

+ Reply to Thread
Page 3 of 3 FirstFirst 123
Results 31 to 32 of 32
Discussion: Project Reality / PR:BF2 - Teamspeak Development and Usage Growth. - Originally Posted by Top Cat AJA 1) Nevertheless i believe that the co-ordination between SL's,
  1. #31


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,598
    Blog Entries
    175

    Re: Teamspeak Development and Usage Growth.

    Quote Originally Posted by Top Cat AJA View Post
    1) Nevertheless i believe that the co-ordination between SL's, given by the CO is not enough becuase PR battles are and are becoming more complex with every release. Namely the small size of squads directly compared with the objectives they are tasked and the significant realistic representation of weapons requires many objectives to have mulitple squads and vehicles tasked to them (difficulty in completion - large numbers of players and different types of weapons required to complete objective). However effective close use of these squads, large numbers of infantry and vehicles is TOO DIFFICUTL due to the basic in-game voip system.
    Agreed. And you rightly note that increased realism and complexity demands better SL to SL communication, as increased complexity implies further specialization of squad roles and tools (an air squad, armour squad, sniper squad, etc .. all of which need each other to be effective in a complex senerio).

    Quote Originally Posted by Top Cat AJA View Post

    So the question, i think that any one interested in improving squad co-ordination is :
    A) Shoudl one focus on devoloping systems to created, coach and practicse the skills and tactics needed to effectively co-ordniate squads (incl. vehicles) to ALL TG players interested in improving there skill at being a CO.

    OR IF in part you consider 1) to be true, and ONLY IF:

    B) Should one focus on developing systems to create, coach and practice the skills needed to operate and utalise teamspeak that can be used to effectively co-ordniate squads (epscially incl. vehicles) to ALL TG players interested.

    For me, it should be both but becuase of 1) i believe that greater emphasis should be placed on B).

    For this reasons i am seriously considering the creation of a new in house squad with the purpose on trying to create a system to do both A) and B).
    Therefore helping to developt a HIGHLY DISAPLINED enviroment of gameplay.
    With such importance being placed on the continued and constant development of skills and tactics i am considering the name: "Tactical DEVelopement" or "TacDEV" for short, becuase of its relevance to how the squad works and generaly helps recognision (other ideas for names all welcome).
    I would not want to discourage you from pursuing this, but I think the 1stMIP has in place an effective training and recruitment model (certainly does not imply we are perfect, indeed, the 1stMIP is constantly adapting).

    So I would say that to pursue your project, first look at the 1stMIP and other TG in-house squads, what are they doing that makes TG unique (as I believe it perhaps is).

    Second, consider to what degree people want the model of play that you are proposing. The need is far from universal, but that in itself means nothing.

    The 1stMIP has attempted a variety of experiments in multiple squad coordination via TS (for example), and has what may be the most extensive set of documents for training and SOPs.

    In the end, what makes TG unique is not merely in-house squads such as the 1stMIP and many other fine TG 'platoons' but the effort of the admins to keep the servers 'clean.'

    Without he effort of the TG Admin's, BF2, PR, and PoE would be nothing worth playing. This also suggests that there are critical external-to-the-game institutional mechanisms that make any online game worth playing as a mature experience.

    All this is probably well known to you. I would consult further with leaders of TG's in-house squads to make sure you are not reinventing the wheel or overlooking known issues.

    Cheers!


  2.  
  3. #32

    Top Cat AJA's Avatar

    Join Date
    Mar 2007
    Location
    Britain
    Posts
    130

    Re: Teamspeak Development and Usage Growth.

    Quote Originally Posted by E-Male View Post
    Without he effort of the TG Admin's, BF2, PR, and PoE would be nothing worth playing. This also suggests that there are critical external-to-the-game institutional mechanisms that make any online game worth playing as a mature experience.
    It has only been in the last week that i have come to realize the importance of the TG admins, namley through just hanging around on the PR TS channel and seeing the listening to the admins doign there job.
    I like you comment regarging "extern to the game instiutional mechanics" becuase it really outlined all the effort TG players put in outside the actual game, in housq squads and in particualr, as you siad, the admins. Just helps me put things in to perspective.


    Quote Originally Posted by E-Male View Post
    [SIZE="1"]

    So I would say that to pursue your project, first look at the 1stMIP and other TG in-house squads, what are they doing that makes TG unique (as I believe it perhaps is).....

    .... The 1stMIP has attempted a variety of experiments in multiple squad coordination via TS (for example), and has what may be the most extensive set of documents for training and SOPs. ....

    ....I would consult further with leaders of TG's in-house squads to make sure you are not reinventing the wheel or overlooking known issues.

    For once i can say with out question of doubt or guilt: I have, I am and I will continue to communicate with the other in house squad, scrims organizers and any one i feel who can assist me, in relation to my objective its self and proposed ideas for its completion.

    MOre precisely, i have talk to both a member 1stMIP and an organizer of TG scrims. Both these persons mentions similar tactics to what i have considered, particular so in the scrims, this being something of a basic/flexable benchmarkt to aim at (in this case aim high but also remain realistic - realize what things are too diff or easy to achieve ext.). THe 1st MIP person mentioned the developement and recent practise at co-ordination of 2 1stMIP SLs via TS, this being an excellent opertunity to compare experiences and ideas with both myself and any others who have tryed such.


    Below is actualy 2 of a number of other questions i have prepared in relation to what has already been done in terms of tactics. This being critical in ensuring i am:
    not reinventing the wheel or overlooking known issues.
    1) To what extent have similar tactics (namely: seperate squad fireteams, close and far co-ordination between many squads operating infantry and vehicles) been used?
    Also what level of pre-planning was involved, extent of TS use and was it in public, private games
    and/ or in a scrim?

    2) To what extend where such attempts successful?
    What precise aspects worked well and why? What precise aspects not so and why?


    I am always looking for persons with in existing squads to communicate with and since you already have raised the importance of questiosn i knew i had to ask AND brought to light many others that i had not considered, i would be very gratefull if we could discuss the creation of a new squad, tactics, problems and anything else relavent.

    PErsonaly i prefer to use TS for such becuase ideas/problems/views flow better than through text but it is really down to what is best for you, so please say.


    Second, consider to what degree people want the model of play that you are proposing. The need is far from universal, but that in itself means nothing.
    From small scale experiments of different squad fireteams and SL to SL comms, i have found all TS users and non TS users are highly enthusiastic about the tactics and ideas being tryed.
    That is not to say they worked perfectly, but i willl continue, as i said, small scale TS experiments becuase they are a brilliant way to find out what areas work and what dont, before any possible actualy creation of the squad - helps in intial creation of ideas to complete objective and the precise formulation fo the objective itself.






    Thanks again E-male and all others have inputed.
    Last edited by Top Cat AJA; 06-23-2007 at 06:03 AM.

    TG-E1st TacticalGamer European Division | Team up with us today!

  4.  

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top