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  1. #31
    Obi
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    Re: Command Structure Idea

    Good post Ironsight.



    Quote Originally Posted by Ironsight
    Naming squads after the leader will be much easier IMO than using Nato designations since we use those for the map. It also lets the loner know what tag to look for. If th esquad leader dies then another member must step up and assume command. On the team channel you can say " Squad Santa now Squad Ironsight at Charlie 3". The CO can then adjust orders as needed.
    I very much agree with this idea. It will make it much easier to know which squad is which and will also help everyone to know who is in charge of which squad.


  2. #32

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    Re: Command Structure Idea

    Hmm.. this seems to have gone wild! Like wild fire, but without the flames.


    Firstly to all the doubters I would like to say: yes you may be right! I can see a lot of problems with this sort of setup, and in fact it may even end up just slowing us all down rather than getting us anywhere at all. This is why it is an idea and not a rule, and why I'd like for us to give it a good shot to playtest it. I have no idea if it will actually work or not, but if it is not working I'm not going to push it. If it helps then yay for all of us!


    The second thing I'd like to say is that the purpose of this idea is because I do not feel that set squads will work. I don't think that changing your squad name 5 or 10 times a game is either fun or constructive, and I don't think people will take to it. In fact I think the concept of established squads in this game is not workable. Not saying it won't work, just saying I don't think it will work, and this is the point of this idea.


    I consider this game to be objective based (whereas BF2 is squad based). This means that the troops at the objective are a squad. The guy to your left and your right will keep you alive. War is messy and confusing, as is RO. This is the point of the ranking system - the highest ranking member at an objective is the one that is in charge. This will require some feedback as well.

    Ok, so say I chose Lt, and picked the commander role. I look atthe screen and I see Santa and Coridon with Sgt tags, Strag, Munchkin and Perry with Cpl tag, and everyone else Pvts or untagged. We have lost the apparetments and Grets' Square, and are now fighting a rearguard action to defend our two final points.

    Lt Wulfyn "Santa grab 3 guys and proceed to the Central Square to defend".
    Sgt Santa "Yes sir"
    <santa now switches to local to organise the 3 guys he wants and moves out>
    Lt Wulfyn "Coridon set up a perimeter around the tower, focus men north and east"
    Sgt Coridon "Yes sir, Strag take Xeil and Aculle and defend F5, Perry, take Agent and B and set up a perimeter to the north, everyone else with me in the tower."
    <Strag and Perry switch to local to set up their lines>
    Sgt Santa "Santa, in position"
    Cpl Perry "Sgt, we're encountering heavy resistance to the north"
    Sgt Coridon "Bubba, take that machinegun and re-enforce Perry in Echo 4"
    Cpl Munchkin "Lt, Santa down at square, I'm taking command"
    Lt Wulfyn "Copy that Munchkin, Strag take 1 guy and move to square to take command, Sgt Santa take over defence of tower, you have Cpl's Perry at Echo 4, and Strag at Foxtrot 5"
    Sgt Strag "Yes sir, moving out"
    <strag switches to local and order the guy next to him to move out"
    Sgt Santa "Yes sir"


    -- The point of the ranks is that it allows us a level of fluidity that set squads will not. By glancing at the scoreboard to get a quick synopsis of who has what ranks you can quickly set up a chain of command, and orchestrate the plan with this toolset.

    Hopefully





  3. #33

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    Re: Command Structure Idea

    Sound great, BUT, my name ingame is too long to add a pvt. and such. I think I can only add like 1 more character.



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  5. #34
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    Re: Command Structure Idea

    Putting my history degree to use I think we can view how we should approach the reinforcements and squads in a historical sense. Take the airborne units scattered throughout Normandy during the D-Day assaults. Despite being seperated from their companies they still fought along side whoever they could link up with and continued towards their objectives as units and not as individuals. Each man was trained and knew how to fight and it didnt matter who was next to him as long as he could trust him. As everyone becomes more proficient in the game and learn different roles I think the fluid squads will become second nature.

    Note: I hate comparing games to actual combat and absolutely admire those who have fought and still fight on the ground for other people. But I thought the above would help get a point.across.
    I may not have gone where I intended to go, but I think I have ended up where I needed to be.


  6. #35
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    Re: Command Structure Idea

    Quote Originally Posted by [Insert name here]
    Sound great, BUT, my name ingame is too long to add a pvt. and such. I think I can only add like 1 more character.
    Can't you just shorten it in-game?


  7. #36
    Obi
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    Re: Command Structure Idea

    Quote Originally Posted by Ironsight
    Can't you just shorten it in-game?
    Yeah, why don't you change it to "Insert". I don't think anyone is going to say "Insert Name Here there is an enemy behind you"



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  9. #37

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    Re: Command Structure Idea

    Quote Originally Posted by [Insert name here]
    Sound great, BUT, my name ingame is too long to add a pvt. and such. I think I can only add like 1 more character.

    lol change you name noob :P


  10. #38
    Registered User John CANavar's Avatar
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    Re: Command Structure Idea

    Didnt have a chance to comment on this before. Great idea Wulfyn !


  11. #39
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    Re: Command Structure Idea

    This is the best thread I've ever read on TG !

    This looks to me like the birth of the TG style of playing RO

    Props to one & all

    ..I suggest its time to get even more pragmatic
    It seems to me we need to accept that our way of playing is going to go through several versions.
    I suggest the admins define version 1 and we all play that for 1 month then get together again to discuss
    results and refine it all into version 2. I say a month because we would need to give new server rules a fair chance
    to be tested in gaming reality. Also I suggest version 1 is really simple like 'team' channel is for
    the leaders only, the leaders are responsible for keeping the team channel airtime to themselves,
    and that squad membership is fluid etc

    EDIT: while re-reading Santa's I came to the conclusion that the one thing we have to enforce by kicking, is the mis-use of team channel




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  13. #40
    Strag's Avatar
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    Re: Command Structure Idea

    With friendly player tags now more easily visible, I see no reason not to use this system.


  14. #41

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    Re: Command Structure Idea

    Bingo. I wholly support this.


  15. #42
    TG_PolishBoogieman's Avatar
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    Re: Command Structure Idea

    Agreed - it's absolutely worth trying to our best ability. I'll be sure to participate when I'm on the server, which granted isn't as often as I'd like.

    And Tzefanya, you are an admin among admins.
    [volun]



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  17. #43
    TychoCelchuuu's Avatar
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    Re: Command Structure Idea

    I like this idea. I think saying it would be confusing to newcomers isn't quite correct. As it stands, the only difference between our server and a normal server to them would be the way we play. It's not like privates will be giving orders or anything and confusing everyone; they will join the server, see that sergeants and lieutenants are ordering everyone around, and probably not even notice the tags in front of everyone's names.
    |TG-Irr|TychoCelchuuu


  

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