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Discussion: Red Orchestra: Ostfront / Red Orchestra - Tactics and Mission Discussion - Team Play - Originally Posted by [RO]Wilsonam Up to you to get organised... we aren't going to "force"
  1. #16

    Trooper's Avatar

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    Re: Team Play

    Quote Originally Posted by [RO]Wilsonam
    Up to you to get organised... we aren't going to "force" people into units. Nothing worse than trying to be in a squad with someone who just runs off anyway

    we have a rather effective solution to that problem, kick.
    that sounds like a good idea trooper.
    -Vulcan

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  3. #17

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    Re: Team Play

    I love it when you guys kick annoying people
    XBOX GT: STEALTH C4T

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  5. #18

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    Re: Team Play

    in my understading the proximity was the factor in VOIP... If you are close enough to a guy you gys can talk to each other...

    Now think about this one... It is like being in WWII... You have to get to someone to talk to them... No Radio communication... I am liking that a lot...

    That is why there is no force to create units.... You just gotta choose who to follow and work together.

    I think that is pretty nice...

    Fun, fun and more fun. But do not be selfish. Provide some fun and you will receive some fun.

    |TG| B | Spartan 12


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  7. #19


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    Re: Team Play

    Actually, that's only one type of VoIP, local team. There's also full team and public.

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  9. #20


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    Re: Team Play

    Yup - on VOIP you have Public and Team channels, plus "local".

    On the chat/voice commands you have Public, Team and Vehicle - single key-binds for those urgent little things in tanks - "Enemy behind us!"... "MOVE!!"
    Alan Wilson
    VP, Tripwire Interactive

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  11. #21

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    Re: Team Play

    Im really glad they are single key binds, i hate haveing to press 5 keys just to say "yes sir"


    thx
    that sounds like a good idea trooper.
    -Vulcan

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  13. #22

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    Re: Team Play

    Hmm. Reality casuality number one seems to be comms. Maybe we can mod out everything except local, unless you've got a radio or a field phone.
    [TG]1stMIP-Manner

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  15. #23

    John CANavar's Avatar

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    Re: Team Play

    Quote Originally Posted by KeithMann
    Hmm. Reality casuality number one seems to be comms. Maybe we can mod out everything except local, unless you've got a radio or a field phone.
    That would be so NICE, a field phone Engineers being able to sabotage/repair phone lines...

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  17. #24

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    Re: Team Play

    This is going to be something we'll need to address. In BF2 it's very clear who's in charge. I know there's one class (one per team?) where a guy can set way points or call in artillery on some maps, but I think we'll need something more than that in RO.

    Given my COD2 experience, having no infrastructure built into the game (chain of command) can get confusing quickly. It starts to fall into informal fireteam territory quickly (e.g. "Strag and Tac-D - I'm on your '6'") and depends on who spawns next to you at any given time.

    I'd be in favor of setting an informal protocol to establish a 'SL' (or Squad Leader Alpha/Squad Leader Beta) on TS before the match starts, or something like that. I realize that the different squads working together will have their own structures and commands, but as I saw in BF2 a full squad playing together is a relatively rare occurrence, unless it's practice or a scrim or other 'game of significance'. IMO, the best part of BF2 is having that chain of command in place. If we can somehow mimic that in RO, and make that a SOP/Rule, it'll vastly improve the quality of play on TG's RO server(s).
    Beatnik

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  19. #25

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    Re: Team Play

    yeah, we'll have to see how it plays out on a full server... unlike bf2, you're movement is really restricted (read: dangerous) here, and since you can't spawn on the SL, i'm not sure its efficient use of time/resources to make "regroup with squad" an intermediate objective that must be accomplished before your pre-match squad can start on the actual objective.

    I was actually seeing each wave of reenforcements being a new "squad", with whoever's on point acting the SL... (like i said in the AAR post, this is currently hard to test, since most of the time you either spawn alone, or with some non-teamplay pubies)

    |TG-12th|WhiskeySix

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  21. #26

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    Re: Team Play

    These are great points. Here's what's currently being discussed:

    - Organizing a team around the concept of "spawn squads," which is the grouping of people on the fly as they spawn. We've been discussing the idea of having people wait in their spawn area until a certain sized group (probably at least three) has formed before moving out. This would ensure that a team's CO always has effective fireteams to work with. The key would be having a person in a given spawn squad step up and take charge of that squad, as WhiskeySix mentioned above. This squad leader would then coordinate with the CO and direct his squad per orders.

    Given how dynamic this game is, it's been hard to come up with a simple, effective SOP for team organization. The idea above takes advantage of the game's structure, but it also requires players to be willing to step up and lead when needed. Further, it requires players to understand the role of their class (rifleman versus submachine gunner, for example), and to play that role regardless of whichever squad they happen to be a part.

    If possible, one thing we'd rather not do is use Teamspeak since we won't always have everyone playing on the Red Orchestra server(s) logged into Teamspeak. Fortunately, the game has all the necessary means of communication built into it.


    What are some thoughts on all this?

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  23. #27

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    Re: Team Play

    For infantry, "spawn squads" sounds ok. But I think we need to take another step, obviously you wouldn't want to order 3 riflemen to clear a building, nor would you expect 3 smg's to provide long range covering fire. A mix of the 2 types in a 3 man unit doesn't seem like a very effective unit. So perhaps people who respawn should wait till they have at least a 3 man squad of the correct composition. Either an assault squad or a covering/suppressing squad. CO's could then give general orders to his "assault squad" and his "covering squad". This way he wouldn't have to try to organize every respawn wave on his own.

    I wouldn't worry about tanks, they seem to naturally break into units that respawn together.

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  25. #28

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    Re: Team Play

    Fish, that level of teamwork would be nice, and it is absolutely encouraged. The "spawn squads" SOP is something we're hoping to put into place to ensure a minimum of team play on our servers, so that there is at least a basic level of organization in place. Anything above or beyond that would be great.

    Commanders will need to take the reins on the various maps and provide some direction for their teams. This game allows a great deal of flexibility in that regard, so there are all sorts of possibilities for Commanders in terms of organization, tactics, and teamwork.

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  27. #29


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    Re: Team Play

    I agree with the spawn squad idea as well.

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  29. #30

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    Re: Team Play

    Yeah that sounds most reasonable. I guess I'll have to stick to BF2 for my classic 'Squad Leader' role. The RO format should be a lot more fluid. On a TG server with TG players, I think it'll work out fine. And I was able to 'SL' a bit on a beta server later last night, directing people to focus their efforts on the northern or southern flank, call in arty, etc. And people were somewhat responsive.

    I think the significant issue is just having someone coordinate everyone's effort to make the combined effort as effective as possible.
    Beatnik

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