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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.09 05:34:00 -
[1] - Quote
If you want the shortened and current version, skip to post 9
When I saw the discription for Dust, all I could think of was MAG on steriods. That is partially true, but thankfully not all the way true. MAG had its downfalls and Dust has its own unique style that destroys what those pioneers of MMOFPS had to offer, but I think there is still one thing missing. I think that team leadership should play a more powerful role than just setting rally/attack/defend objectives. Heres what I had in mind:
First, Squad leaders should have passive abilities for players within their vicinity. This would give people more incentive to stay in a squad formation. Things like faster reload, faster heal, slower bleed-out time, auto repair vehicles that he's in, etc.
Another thing is more squad leader abilities. Sure he can call down an airstrike, but I think there are more things he can do (or should be able to do) Like Sensor sweep an area (which would mean a sensor array attachment for a Installation would be necessary), or call a mortor strike to destroy camped/crowded groups of infantry (which would require a mortor attachment for an installation), or a precision artillery strike for anti vehicles (which would require a...) You see where I am going with this? I think the Squad leader or another, perhaps a teir above squad leader (like regiment or batallion leader) should have certain powers based on available addons to installations, or completely seperate buildings. This would encourage squads to have multiple objectives. 1) Destroy MCC, 2) Defend/Repair Allied "Squad Power Buildings", and 3) Destroy Enemy "SPB's". It would create a whole new (and refined) Experience for the officer in charge in the MCC (btw, is that dude a Dust player or an eve player?)
Like I mentioned in the last paragraph, I think it would be nice to have an additional teir of leadership, like a regiment, company, or batallion leader. He would have different passive abilities, and be in charge of a couple squads. It would provide more players to have leadership experience and add an even more strategic and chaoticly organized element of warfare on the battlefield.
Last is a questions I guess. When you are in the deployment phase, before the battle, are the squad leaders, and the officer in charge chosen at random? I really hope not. I hope you have to apply for a leadership role, with a minimum level req for each tier of leadership, during the war-room phase.
Hopefullly its not too long, sorry if it is! |
Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.09.09 05:49:00 -
[2] - Quote
Ryan Mauler wrote:When I saw the discription for Dust, all I could think of was MAG on steriods. That is partially true, but thankfully not all the way true. MAG had its downfalls and Dust has its own unique style that destroys what those pioneers of MMOFPS had to offer, but I think there is still one thing missing. I think that team leadership should play a more powerful role than just setting rally/attack/defend objectives. Heres what I had in mind:
First, Squad leaders should have passive abilities for players within their vicinity. This would give people more incentive to stay in a squad formation. Things like faster reload, faster heal, slower bleed-out time, auto repair vehicles that he's in, etc.
Another thing is more squad leader abilities. Sure he can call down an airstrike, but I think there are more things he can do (or should be able to do) Like Sensor sweep an area (which would mean a sensor array attachment for a Installation would be necessary), or call a mortor strike to destroy camped/crowded groups of infantry (which would require a mortor attachment for an installation), or a precision artillery strike for anti vehicles (which would require a...) You see where I am going with this? I think the Squad leader or another, perhaps a teir above squad leader (like regiment or batallion leader) should have certain powers based on available addons to installations, or completely seperate buildings. This would encourage squads to have multiple objectives. 1) Destroy MCC, 2) Defend/Repair Allied "Squad Power Buildings", and 3) Destroy Enemy "SPB's". It would create a whole new (and refined) Experience for the officer in charge in the MCC (btw, is that dude a Dust player or an eve player?)
Like I mentioned in the last paragraph, I think it would be nice to have an additional teir of leadership, like a regiment, company, or batallion leader. He would have different passive abilities, and be in charge of a couple squads. It would provide more players to have leadership experience and add an even more strategic and chaoticly organized element of warfare on the battlefield.
Last is a questions I guess. When you are in the deployment phase, before the battle, are the squad leaders, and the officer in charge chosen at random? I really hope not. I hope you have to apply for a leadership role, with a minimum level req for each tier of leadership, during the war-room phase.
Hopefullly its not too long, sorry if it is!
There was a command drop suit on the market but no info. Like lasers... But I haven't checked in to see if it is still lurking around.
But it does seem like there are plans to do much more than is currently available with leadership. Someone has got to lead the squad leaders, after all.
In random battles squad leader is seemingly chosen at random. But as players move into corporations they will get to establish their own leadership structures. You probably will need to apply for a leadership position in some corporations for conquest mode battles.
Edit* also, MCC is Dust player. In a fanfest video there was mention that the warbarge should be an EVE asset, but they still haven't fleshed out how troop transport in null sec will work. THe idea is that EVE players should have the ability to shoot and destroy transport ships that are carrying mercs to fight on planets in some parts of the game. But that Dust players should have the ability to get back at EVE players for blowing up their stuff. This game design concept is known as "over screwing" I believe. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.09 05:53:00 -
[3] - Quote
Thats good to know! I definately agree. Someone has gotta lead the squad leaders! Where did you find those plans for more leadership implimentation btw? I would love to see it. :) |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.09.09 05:56:00 -
[4] - Quote
Ryan Mauler wrote:Thats good to know! I definately agree. Someone has gotta lead the squad leaders! Where did you find those plans for more leadership implimentation btw? I would love to see it. If you have a URL you should post it :)
Nothing specific. Just an empty suit in the market, with an interesting name. And lots of hints from various interviews, etc. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.09 05:59:00 -
[5] - Quote
Sweet! It'll be different to see what the Dust Dev team comes up with. I'm especially interested in the OIC (Officer in Charge) dude who sits in the MCC. they say its going to be RTS like, but I hope it gets deeper than that. Being able to pinpoint areas for snipers to camp, defenses to builed, queued battle plans, etc. This has the potential to redefine FPS entirely! |
Whispercrow
Seituoda Taskforce Command Caldari State
102
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Posted - 2012.09.09 06:16:00 -
[6] - Quote
There are Leadership skills in EVE which give bonuses to fleet members who are in the current system.
I see no reason why this won't be implemented later in Dust as well. As was mentioned earlier, there's also a "Command Suit" option that has No Data yet. Here's hoping that the skill is useful both with and without it (Say, without it, gives passive bonuses to squadmates within a radius, with it, gives those bonuses to anyone within the radius, or perhaps the entire squad no matter their range... or better yet, different suits for each option!). |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.09 06:26:00 -
[7] - Quote
Yeah that would be nice. I think the passive abilities should be part of the "within radius" thing though, because the squad is supposed to move as one unit throughout the battle field. The theoretical regiment leaders (as I like to call them) are going to be ordering the squad to do specific tasks, based on the officer in charge's master plan. Also, I think bonus XP would be another great incentive to follow objectives from your squad leader. Every kill you get within the current objective area or every objective you complete, you should recieve an XP bonus.
I just got done reading a great blog post on the playstation blog site. It dealt with the Macro and Micro aspects of the whole game. As it turns out, they are in fact incorporating many aspects that I have posted about in the past, like signals warfare, electronic warfare, and many support installations all dealing with the "Command Nodes or "installations". As it also turns out, the Theatre Commander (Who I would prefer to be remnamed to Company Leader, Regiment Leader, Officer in Charge, or Field Commander), has a very detailed role in the leadership of the units. I have a few suggestions with this in mind. First I think we need 1 more teir of leadership. Regiment/Batallion leaders, who can command on the ground (in constant communication with the Theatre Commander) From his Mobile Command Device (MCD) which is just a pad for command of a certain assigned division of the battlefield. The Regiment/Batallion leader (depending on what you want to call him) orders a certain number of squads, depending on what the Theatre Commander assigns him, and his squad's objectives are focuesd on a Division or Sector of the battlefield. I think this ground leadership is necessary becuase of 2 reasons. 1) The Theatre Commander has to look at the big picture, and has to give generalized orders (take sector B, and hold position while Charlie Squad secures area 5 of sector B with HAV's and turrets) This is the job of the Theatre Commander. The job requires a way to fulfil that objective though, and simply saying "this needs to be done" is not organized enough. The Tactic behind the battle is unseen by the Theatre Commander, but is the entire purpose of having a Squad Leader, which brings me to reason 2) Squad Leaders may be able to lead their squad to (for example) Hold of infantry from a position, but are unable to really communicate/order another squad in their same vicinity to cover their 6 from incoming HAV's and Dropships, or tell another squad to call down defensive structures while they provide cover fire. Even if you got a guy on a mic from one squad, telling every other squad to help him out, those other squad leaders aren't going to listen because it doesn't provide an XP bonus, and it doesn't appear of their objective map. That is why we need a Regiment leader. He oversees squad to squad strategy and tactic at the same time. Squad leaders could then send a request to their Regiment leader for anti vehicle support in a position, and the Regiment leader could command other squads effectively.
As for the details of the Regiment leaders gear, he would have something similar to the Theatre Commanders Grand map, except it would be on a Mobile Command Device, or a minimap on his supply belt where he can view squad status (squads color coded on his map), tell how many vehicles each squad has, and real time health and armor of every unit in each squad. His map would be smaller tha the TC's though, because he is only assigned a certain Division of the map so it would be zoomed in on that division.
As far as the maps go, they would only need 3 or 4 divisions. One of them would be your division so you would put a Regiment leader in charge of arranging and maintaining defenses with a fewer number of squads under his command.
So let me know what you think! If you see the reason behind it please let me know, but if you don't see the reason, and you think I'm crazy, please let me know why so I can fix it. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.10 13:11:00 -
[8] - Quote
[Edit] |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.13 22:54:00 -
[9] - Quote
Allright, so I know that this thing is waaay too long, so I am going to try to put in into fewer words, and fewer examples/explanations. Let me know what you think.
The New Tier of Leadership
- I suggest a new teir of leadership between the Theatre Commander and the Squad leader. It would be called a Regiment, Batallion, or Platoon Leader.
- He would be in command of particular Squads that are assigned to him, and the Regiment leader and those Squads assigned to him (by the Theatre Commander) Would also be assigned a Division, which is a section of the map. The map would be smplit u into 3 or 4 divisions consisting of Your Base, Enemy's Base, and the middle ground. This way the Regiment leaders don't have to command their squads across the entire map. It makes it more manageable and organized.
- The Theatre Commander's job is to view the big picture and make a huge, ever changing, master plan that is split up into divisions that is viewed by the Regiment leaders. The regiment leaders job is to fulfil the Master objectives of the theatre commander, by creating his own objectives for individual Squads, which are visible to the Squad leader. The Squad leader's job is to keep the squad together, and use tactics (not as much strategy) to fulfil the objectives set by the Regiment leader. This makes a game worthy to all kinds of gamers. From FPS lovers, to RTS lovers, it will be a perfect game
The Mobile Command Devices
- This is a mini Tac Map for Regiment and Squad Leaders alike.
- Its use is to command Units in your Squad, or Squads in your Regiment, even when you aren't right next to them. It can also be used to organize evac for units in your Squad when the squad leader is killed (take a look at the "[request] calling a taxi" topic).
- It can be used to queue objectives, and pinpoint tactical strikes (like airstrikes and mortor strikes)
Leader Abilities
- There should be a Squad Leader and Regiment Leader Dropsuit that must be purchased in order to hold a leadership role.
- In addition to the addons that you can put on other dropsuits, the leadership dropsuits would be able to fit themselves with addons that would affect all units in their Squad/Regiment who are in their vicinity (Things like: Faster Reload, Longer Bleedout, Faster Shield regen, Passive Vehicle Repair, etc.)
- Squad Leaders and Regiment Leaders should also be given abilities that they can use, regardless of the addons they have in their suit (For example: Squad leaders should be able to call for mortor strikes, call for evac from dropships, call for orbital bombardments etc. The Regiment Leader should be able to: Use sensor arrays or call in spy planes/drones to detect enemy positions across the field, use electronic warfare strikes to disable or destroy enemy vehicles, etc.)
How to Pick Leaders
- Obviously we can't have a newb being the Theatre commander so there should be a level minimum req for each tier of leadership
- When the troops are awaiting battle in the war room, or even waiting in the battle queue, they should be able to apply for a leadership role. I don't think it should be "highest level gets the job" because then the game is just a handful of high level players who lead a mass of low level players who get bored quick.
- Also, there should be a dropsuit designed for each level of leadership, and it should be required for each leadership role
Hopefully this isn't that long. If you think there is something I should cut out, please let me know. |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.14 14:34:00 -
[10] - Quote
As I do more and more research I find that Regiment leaders and Theatre commanders are not always necessary. Ambush is a prime example! Squad leaders are key, in fact, squad leaders train in the Ambush environment. However, I think the battles should range in size. We all know that the Dust Devs have access to the technology to support 256 players on a map (in fact, they have access to more than that, but 256 seems like the farthest any shooter has ever gone, and it doesn't make much sense to have more than that). More players, more available roles. More needed Squad leaders, more needed Regiment leaders, and the necesarry Theatre commander role. I hope Dust decides to step up the player count to at least 128. Obviously not every kind of battle would be like this, but the big ones? Oh yeah! This would help with the balance too I think. There would be enough people to worry about tanks, that AV would have lots of potential power. But thats beside the point. I might make a request topic for higher max player count, but I just wanna see how it goes in this topic first. |
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