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  • New CO role in Tactical Mod version

    In the AAR, several of us have been discussing how the role of Commander is changing in the tactical mod, and since that version is gaining popularity, I thought it would be a great topic of discussion for this board. Just to bring you all up to speed, we are talking about increasing the CO's activity in battle since he no longer needs to constantly monitor the CO view screen, drop arty, UAV, or scan.

    I love the idea of moving the CO (Platoon Leader) position closer to the battle! Can I suggest that we change the comm protocol a little bit between SL and PL? Since the PL will not be in the overview screen as much, it will be more difficult to determine who is speaking at a given time, so it will be crucial that all SLs identify themselves before they speak. Ex. "Squad 6, do you want us to defend our current position or move to the hotel?" This way, communication can be faster and who is talking will be clear. The PL also serves as an important communication link between squad leaders to relay such information as "Armor column heading north toward the TV Station".

    Also, SLs should request intel in the same way that they requested UAV before. For ex: "Squad 4, requesting intel on the hill" The PL could then find some quick cover, pull up the overview screen and zoom in on the hill, then advise the SL.

    I might also propose that the PL have his own "squad". It would be a locked 3-man squad with a generic kit configuration. The PL could choose whichever kit he felt appropriate (spec ops would be good), the second man to join would take medic, and the last would take support. This group could defend, support an assault, or be a roving supply team whereever the action was most intense.

    John, are you up for trying these things out with me soon?? :)
    [age-c1][tog-c1][tg-c1][ma-c2][medic]
    [command][at][conduct][tpf-c1]

  • #2
    Re: New CO role in Tactical Mod version

    I'm game. I like the idea of having a PL on TacMod. It sure would be easy to pick your route with someone "spotting" enemy units from a distance and also support the main attacking squads from a distance.

    [volun][drill]
    I'm cannon fodder.

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    • #3
      Re: New CO role in Tactical Mod version

      Originally posted by SassyOne
      I might also propose that the PL have his own "squad". It would be a locked 3-man squad with a generic kit configuration. The PL could choose whichever kit he felt appropriate (spec ops would be good), the second man to join would take medic, and the last would take support. This group could defend, support an assault, or be a roving supply team whereever the action was most intense.
      You mean the CO accompanies the locked 3 man squad, right? You made it sound as if the CO is the first to join the squad, which is kind of impossible... :)



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      • #4
        Re: New CO role in Tactical Mod version

        Yes, Shafik, the CO would be one of the 3 in the locked squad, and would be accompanied by a medic and a support guy. What do you think about the idea?
        [age-c1][tog-c1][tg-c1][ma-c2][medic]
        [command][at][conduct][tpf-c1]

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        • #5
          Re: New CO role in Tactical Mod version

          i think he means that if you're CO, you can't also be in a numbered squad... :)

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          • #6
            Re: New CO role in Tactical Mod version

            No but a 3 man squad can be created with the tag *Platoon Leader Support* or something of the sort. Then the CO can be told which three people he needs to stick with.

            It should also be made clear to the 3 in the PLS squad that they are not to leave the CO's side are not to embark on any flag capping unless the CO is with them. And they are to fight from a distance to support the other squads.

            [volun][drill]
            I'm cannon fodder.

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            • #7
              Re: New CO role in Tactical Mod version

              OH! lol I totally forgot that. So yes, the 3 man squad would be independent, and the PL would communicate with them through the SL of that squad, but it would still be a dedicated PL Support squad.
              [age-c1][tog-c1][tg-c1][ma-c2][medic]
              [command][at][conduct][tpf-c1]

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              • #8
                Re: New CO role in Tactical Mod version

                :D

                ...or the CO could always just be the 7th member of a 6-person squad.... or 1 of a 3-person sniper squad... or a helo gunner... or a lone-wolf medic/spotter...

                I'm pretty sure that the only thing potentially more boring than being a TacMod CO would be playing as the TacMod CO's body guard ;) :P

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                • #9
                  Re: New CO role in Tactical Mod version

                  This sounds great, Sassy. It will be cool to see the commanders lead their troops into battle and direct them from the middle of it. Asch had some ideas that you might want to make part of the standard protocol -- SLs can place a UAV request exactly where they want CO intel and an Artillery request exactly where they want an air strike or attack helo support. This might help cut down on request chatter and ambiguity.

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                  • #10
                    Re: New CO role in Tactical Mod version

                    I only played TacMod for the first time on Sunday in Tarpan's squad and the topic of how little coordination there was between squads came up often. I've been considering playing as commander next time if for no other reason than to act as a relay between the SL's and keep everyone on more or less the same page. I'd just been planning on choosing a squad and running around with them as a medic to revive or practice my sniping while also spotting at teh same time.
                    Never rub another man's rhubarb!

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                    • #11
                      Re: New CO role in Tactical Mod version

                      I'll try it this coming Sunday Sassy. Looks like we are going to clash :) While we are on it, we may totally change the CO perception by getting into a knife fight maybe :D

                      There are so many ways a PL can work it is hard to make a standard procedure other than the basics (squads must identify themselves, relaying intel, mission assignment, coordinating attacks, providing supplies, proving intel, etc) you mentioned.

                      A PL can follow a squad or may have a fire team as guards. On this issue, I am more inclined towards following a squad and not getting into hot zones because looks like a PL will still need to check his/her map frequently. Hard to say something at this point. Lets see how can we find the best balance by trying different things on Sunday.

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                      • #12
                        Re: New CO role in Tactical Mod version

                        I totally disagree about the CO position being boring now, as I explained in a previous thread about the CO position. I spend jsut as much tim ein the CO screen in Tacmod. Since I dont' have the magic eye to look around, I'm zoomed in a lot mroe keeping track of things.

                        I also notice where people are dying more-- which tells me where to zoom the map to sometimes.

                        There's a lot more to the CO position in Tac mod now that the CO has fewer toys he actually has to work at it to give the squads the same leve of information.
                        Kornkob

                        I want to move to Theory. Everything works in Theory.

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                        • #13
                          Re: New CO role in Tactical Mod version

                          Originally posted by John CANavar
                          we may totally change the CO perception by getting into a knife fight maybe :D
                          I like it!!


                          :icon_lol: reminds me of when a big brawl breaks out in hockey... the goalies waddle the length of the ice to fight eachother too - not because they share any malice, but rather because they'd feel dumb if everyone else was fighting and they just stood there watching :D

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                          • #14
                            Re: New CO role in Tactical Mod version

                            I like where this is all going! It would be amusing to see a knife duel between platoon leaders, with their escort squads just standing back letting the 2 'Samurai' battle for honour! :D Okay, maybe just once or twice.


                            But seriously folks...

                            PL's squad
                            Squad size and composition is whatever he wants, however:
                            - I'd envision 1 medic, 1 support, 1 or 2 snipers, 1 or 2 SF
                            - also a couple FAVs or Humvees if available
                            - Squad does not have to just be a bodyguard
                            - drive around to gather intel, ambulance, resupply, demo, sniper team, etc
                            - the theme is a support role of some sort.

                            Comms
                            - using the UAV/Arty requests to cut down on voice comms is good (Asch's idea)
                            - I think you should still state who you're calling, not take the shortcut
                            - eg. SL "Command, this is 6, need support at Hotel", PL "6, this is command, no can do!"
                            - seems redundant but that extra second gives the PL time to focus
                            - if you accidentally hit 'B' instead of 'V' it might save your squad some confusion.

                            Artillery
                            - I'd like to see the PL get just 1 artillery barrage in the game.

                            Cheers.

                            |


                            It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them;
                            if double, engage them; if equal, be able to divide them; if fewer, be able to evade them; if weaker, be able to avoid them.

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                            • #15
                              Re: New CO role in Tactical Mod version

                              Originally posted by WhiskeySix
                              I'm pretty sure that the only thing potentially more boring than being a TacMod CO would be playing as the TacMod CO's body guard ;) :P
                              Yeah, if you see a squad called "Praetorian" you know what they're all about.

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