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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.16 21:34:00 -
[1] - Quote
Right now, I think Dust does not have a very organized approach to their combat. It seems too much like a "drop in and start shooting" kind of game, as opposed to the Organized, Strategic, Military effort that would reflect the depth of EVE, its predecessor. There could be very expensive contracts between EVE players and the Dust players that could very well (like the trailers suggest) topple empires and give rise to new ones. These intensively expensive contracts need to have an organized and thouroughly strategic approach in the battle, not just skill with the gun. These are a few things I suggest should be put into place. Please like this post!
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 split up 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 (which, once again, reflects the depth of the EVE universe).
- 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
- Leaders must have the proper qualifications in order to "apply for leadership role". Their Corporation must give them access to apply. This gives power to Corporations to pick the leaders based on performance.
- 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
A few more points are having your character (during character creation) have a specific voice, so when you set objectives, your voice shouts out that command to all that need to hear it. That way, you still get someone talking to you, even if your leader doesn't have a mic. Also, some abilities should be able to be used even after you die, bu before you respawn. For example, if the Squad leader and his squad were behind enemy lines, and the Squad was discovered, and the leader was picked off by a sniper, the Squad leader should be able to call in a Dropship so he can evac his team, or command them to move to a rendezvous location until he can meet up with them. It would all depend on the situation, but some abilities should be able to be used after death, or from a long distance (probably not Airstrikes and Mortor Strikes. You'd have to be closer to call those)
Hopefully this isn't that long. If you think there is something I should cut out, please let me know. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
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Posted - 2012.09.16 21:58:00 -
[2] - Quote
Ryan Mauler wrote: 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. You need 26 people to qualify as a platoon, 300 for a batallion, and 3000 to justify regiment. |
Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.16 22:03:00 -
[3] - Quote
Hmm... Good point. Realisticly that is accurate. I don't think they will be exactly complying with United States Military Code in the future though, so Dust could skew those numbers a little bit. |
FORTUNE96
Villore Sec Ops Gallente Federation
10
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Posted - 2012.09.16 22:08:00 -
[4] - Quote
So your handing out killstreaks you wont have to earn to leaders? why not just have a team full of people with mics to work together
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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.16 22:14:00 -
[5] - Quote
FORTUNE96 wrote:So your handing out killstreaks you wont have to earn to leaders? why not just have a team full of people with mics to work together
Its not just for the leaders. Its inscentive for people to stick with their leader (Also, the leaders have to earn them with ISK). The bonuses they get will encourage them to stick with their leader, and thereby setting the foundation for the leadership. If you have squads that stick together, every other level of leadership will work. If the squads don't stick together, the Regiment Leader will have trouble getting any objectives done. It just helps cement everything else about the leadership. I see where you are coming from though, but not everyone playing Dust (because it is free to play) will be that intense about playing it, so they may not have mics. As long as they know they get bonuses for fulfilling objectives and being near the squad, it will help the rest of the system work. |
Villore Isu
Algintal Core Gallente Federation
115
|
Posted - 2012.09.17 00:06:00 -
[6] - Quote
You do know that eventually there will be a guy sitting in the MCC, basically playing a RTS, giving orders, calling in installations etc. there will also be a leadership hierarchy, with (at the very least) the commander in the MCC, squad leaders, and normal grunts.
How exactly this will all work is unknown, because it's still being built, and in all likely hood the MCC stuff will be limited to null sec and perhaps low sec, but leadership stuff is in the works (and coming soon, going by the command suit that is on the EVE test server) |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.17 00:16:00 -
[7] - Quote
I putting my faith in CCP to make a comprehensive planet RTS, battlefield command stucture. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
315
|
Posted - 2012.09.17 00:28:00 -
[8] - Quote
as said MMC commanders will hopefully be giving out orders/intel to squads on the ground.
There will likely be some leadership skills (as they exist already in EVE). I think they will probably take the place for any need of specialized leadership dropsuits. I'm hoping there will be some leadership skills that give a bonus to squad members (or all team member within a certain range).
There will hopefully be some sort of ranking system within a corporation to determine roles on the battlefield (not the same ranks within corp management). So you could have x number of members designated as MCC commanders and they would get priority for that role in a battle (rather than setting all of that up each match). Same for squad leaders.
It certainly is an area that needs to be discussed. Right now there is no real communication during matches. A lot of work needs to happen before the outcome of a match feel like more than a dice roll. |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.17 00:33:00 -
[9] - Quote
Yes, I know about the "RTS" player in the MCC, he is called the theatre commander. I mentioned him while I talked about the Regiment Leader. The theatre gives a broad, in specific battle plan to the Regiment leader, an the regiment leader provides objectives for his squads to fulfill in order to accomplish the Theatre commanders broad plan. Like I mentioned, the Regiment leaders would be in charge of squads in a particular division of the map. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.17 01:38:00 -
[10] - Quote
While I'm not fussed how they do it, there needs to be a hierarchy on the battlefield FOR NOOBS. Corps will fix this stuff themselves eventually, but noobs need a guiding hand maybe.
There certainly needs to be a hierarchy for communication. Having 24 people on mic in FPS = rabble rabble rabble. |
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Enervating
Osmon Surveillance Caldari State
9
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Posted - 2012.09.17 01:42:00 -
[11] - Quote
whever thinks there's a strategy system in EVE other than "Blob the snot out of each other till someone is left in a puddle of goo" is out of their mind. |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.17 02:21:00 -
[12] - Quote
Enervating wrote:whever thinks there's a strategy system in EVE other than "Blob the snot out of each other till someone is left in a puddle of goo" is out of their mind.
Well yeah, but they are fighting in space, where the dude with the best gear (and the one who knows how to use it) wins. We are talking about dust, and forgive me for saying this, but whoever thinks that a multi billion ISK contract for dust players (from an eve player) shouldn't be carefully planned out by intelligent leaders, is "out of their mind". There are troops on the ground in Dust that require careful planning and tactic. EVE doesn't need as much of that.
So tell me what you think guys! Do you like the stuff in the list? Or is it just a bunch of Hubub? |
FORTUNE96
Villore Sec Ops Gallente Federation
10
|
Posted - 2012.09.17 02:33:00 -
[13] - Quote
Instead of leaders getting strikes and drones any troops by a leader should get a buff |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.17 02:40:00 -
[14] - Quote
The mechanism needs to be in place for the corp's to use, but I don't see a need to build it for High Sec.
By definition random players won't be an organized army and they won't know what to do with the infrastructure for complex organization. Corp players won't require special incentive to follow the plan of battle, and randoms will most likely ignore them anyway.
I think the squad level is about as complex as High Sec can use.
It's all the more incentive for new players to join a corporation. |
Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 03:12:00 -
[15] - Quote
That's a great idea, but there needs to be more unity at the squad level. ATM the issue that seems to be letting people drift off on their own is the recent tank nerf, which allows swarmers to go off solo to hunt tanks and AVs without any real support. What we need to do is this:
To Increase Squad Unity:
1. Give tanks the ability to shoot down swarm missiles with blaster turrets on the tanks
2. Give infantry the ability to shoot swarm missiles with their light weapon
3. Un-nerf the tanks. DON'T HATE ME YET, JUST KEEP READING!
To counterbalance the advantage given to tanks in this case:
1. Increase the swarm lock-on speed.
2. Increase the carried ammo and ammo capacity for swarms
3. Give infantry and swarmers the ability to drop grenades into tanks for large damage
4. Give vehicles damage zones (tread/turrets=low hp, main cannon=med hp, hull=high hp)
In this way a treadless/tireless vehicle can still be used as an emplaced weapon, a gunless vehicle can be used as a transport, and a undamaged hull can be used as a temporary bunker to recover shields.
If you do this you can immobilize a tank easily enough and thereby prevent it from being a problem for your objective, but it might take a while to kill it thereby giving the owner of the tank the satisfaction of getting their money's worth. Give WP for every part of the tank you take out. You can make it so that if you repair the damaged tank it can move again. This would make unit's stick together to protect each other from tanks, and tank units would stick with the tank in the hopes of getting some WP by shooting down some AV missiles.
This would also help with the dropships issue, if they take out the weapons you can still use the ship. If you take out the thrusters, you can still use the hull and the guns. It takes a squad to take on odds like that, going solo would be VERY dangerous, and squad unity is what we want yes? |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.17 04:12:00 -
[16] - Quote
Uber Dragonlord Valkarish wrote:That's a great idea, but there needs to be more unity at the squad level. ATM the issue that seems to be letting people drift off on their own is the recent tank nerf, which allows swarmers to go off solo to hunt tanks and AVs without any real support. What we need to do is this: ================== This whole post is more or less the same you dumped into my thread about increasing missile speed to push your idea of shooting down the already slow missiles with blaster turrents. [b]1. Give tanks the ability to shoot down swarm missiles with blaster turrets on the tanks The fact you even thought of this shows just how slow swarm missiles are now and why ccp needs to speed them up. And instead of a swarm of missiles it should be just one missile that packs the same punch as the swarm does. If you can't shoot them down now (and I know you can't) since its outside of the game mechanics, then your going to need a skill that allows the blaster to do air bursts to use splash damage to blow them up in flight. That leads to a mode selection for airburst or a different ammo to achieve this, which would have to be changed into to shoot at the missiles already coming at you, then switch back to the ammo that you shoot at the hav, lav or infantry.
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Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.17 04:51:00 -
[17] - Quote
Moonracer2000 wrote:as said MMC commanders will hopefully be giving out orders/intel to squads on the ground.
There will likely be some leadership skills (as they exist already in EVE). I think they will probably take the place for any need of specialized leadership dropsuits. I'm hoping there will be some leadership skills that give a bonus to squad members (or all team member within a certain range).
There will hopefully be some sort of ranking system within a corporation to determine roles on the battlefield (not the same ranks within corp management). So you could have x number of members designated as MCC commanders and they would get priority for that role in a battle (rather than setting all of that up each match). Same for squad leaders.
It certainly is an area that needs to be discussed. Right now there is no real communication during matches. A lot of work needs to happen before the outcome of a match feel like more than a dice roll.
I like your idea on Corporations giving those leadership ranks to their players. That way, if you qualify, you can have that leadershpi role, and any below it. It gives power to the corporations to choose players who are famliar with the field, and have had leadership experience. The corporations can give you the certification to be able to apply for "x" leadership role, but you still have to apply, and it doesn't guarantee that you will be able to hold that leaderhship role in every battle you fight. Good idea! I'll add it to the list!
Tony Calif wrote:While I'm not fussed how they do it, there needs to be a hierarchy on the battlefield FOR NOOBS. Corps will fix this stuff themselves eventually, but noobs need a guiding hand maybe.
There certainly needs to be a hierarchy for communication. Having 24 people on mic in FPS = rabble rabble rabble. The Noobs take te orders from the Squad leader. It is nice and easy for them. They get orders like: Hold this position, Destroy enemy HAV, Defend installation, etc. They will be able to know exactly what they are supposed to do. They will also get a XP bonus for fulfilled objectives, and kills while fulfilling objectives. It doesn't stop people from going lone wolf and camping on top of the tower, but it adds structure to the game.
As far as the 24 people on the mic, I don't think it will be "open mic/everybody can hear everybody". I think Squad members will be able to talk among themselves and with squads who they are ordered to assist. Squad leaders can chat with their squad members (on one channel/radio frequency) and the other Squad leaders and the regiment leaders on the other frequency, and so on. Depending on your role, you will have radio traffic with certain people.
Skihids wrote:The mechanism needs to be in place for the corp's to use, but I don't see a need to build it for High Sec.
By definition random players won't be an organized army and they won't know what to do with the infrastructure for complex organization. Corp players won't require special incentive to follow the plan of battle, and randoms will most likely ignore them anyway.
I think the squad level is about as complex as High Sec can use.
It's all the more incentive for new players to join a corporation.
Sorry, this may sound ridiculous but, what is High Sec? Anyway, I think that you may be wrong when it comes to being completely unorganized with random players. Usually you are fighting with similar/familiar people in your Corporation, who tend to fight on the same planets you fight on. And besides, if you are a random player, you will likely be assigned as a Squad member or Leader. Chances are you will be lead by a person who is familiar with the area (otherwise the corp wouldn't have picked them to lead you) and all you have to do is follow orders, or make orders to the people below you, based on the orders from the leaders above you.
So what do you guys think about the Regiment leader? Do you like how much depth he would add? Do you have anything you'd like to change? Tell me! Don't forget to Like what you see!
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Soulless Maniac
ZionTCD Legacy Rising
0
|
Posted - 2012.09.17 14:59:00 -
[18] - Quote
Hi, i dont want to start a new tread and this post looks like the best place for my concearn/rant
I have a problem whit the last tank nerf that was on Dust. if u want to nerf tanks... ok... if u want to power up AV... ok... but dont do it at the same time.
Here are the points i have a problem whit.
1.Swarmlancher power up: as for now all LAVs and Dropships are useless becouse they can be shotdown too easy whit militia swarmlanchers. If they should stand a chance they need chaff or flares to survive at least one salvo, or reduce the speed/traking time of the missiles so they can get away if they dont mess up
2.Railgun nerf: i dont mind the turn speed or splash dmg radius reduction... a railgub should be a long range presition cannon, but i dont understand the splash dmg reduction... now if i dont hit a scout dead on there is a prity high change he wil survive and that is rrediculus. And if you want the splash dmg to stay as it is, then pls increase the overall dmg of the thing. Now a kitten huge tank turet does less dmg than a handheld heavy infantry weapon (forg gun)
3. shield/armor resistance: if i drive a tank i want to feel at least some kind of power. The resist should go back up and the effeciency should be redused. For example Shiled amplifair has 25% shield resist. If u put one on r tank u have 25% if u put a second the effect of the mod should be 2/3 (16.6%) and the third only 1/3 (8.4%) and any other mod should have 0% effect. So even if u have 5 mod whit 25% resist will have only 50% shiled/armor resist
Since the last tank nerf tanks are useless, i spend around 6+ mil Sp on the tank build im using and the tank fit cost 2+ mil ISK and i have to run and hide from a starter-fit swarmlancher... its like driving a paper tank.... too expensive and too usless
Sorry for the bad spelling, i just dont see speling errors |
Mr Funless
Seituoda Taskforce Command Caldari State
191
|
Posted - 2012.09.17 16:43:00 -
[19] - Quote
Ryan Mauler wrote: Well yeah, but they are fighting in space, where the dude with the best gear (and the one who knows how to use it) wins.
That is quite incorrect sir. You can have 6 x frigates at 50M isk each take out a 3B isk battleship easily. At the highest level, EVE takes far far more planning (try moving an alliance across the whole galaxy in 2 days, just for an example) and tactics (tried to coordinate 4 different fleet types in one system?) than any FPS.
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.17 16:50:00 -
[20] - Quote
High Sec (High Security) is the name for the heavily policed star systems were there is very limited PvP. This is where Ambush and simple Skirmish matches are held and where the Gladitorial matches will occur.
Corporation contracts will take place in either Low Sec (Low Security) or Null Sec (The Wild West) were EvE players duke it out between themselves. This is the not so nice to downright nasty side of town where you don't tend to go without backup. Large scale battles don't happen in the nice neighborhoods, but rather in the bad parts of town or off in the frontier.
I don't see a need for a complicated command structure in the High Sec (new player) matches as new players can't really organize and train outside of a corporation. Once they get the bug to organize they will join an existing corp or form a new one. At that point they would have access to leadership levels beyond the squad level. In this way there is incentive to get deeper into the meta game by joining a corp. |
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Adducere Aetheris
8
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Posted - 2012.09.17 19:29:00 -
[21] - Quote
I don't know how feasible it would as it could take fair amount of bandwidth, but a voice chat system where squad members can only speak in squad, squad leaders communicate with squad and MCC, MCC can be heard by all. Just this would force a chain of command |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2012.09.17 19:43:00 -
[22] - Quote
Mr Funless wrote:Ryan Mauler wrote: Well yeah, but they are fighting in space, where the dude with the best gear (and the one who knows how to use it) wins.
That is quite incorrect sir. You can have 6 x frigates at 50M isk each take out a 3B isk battleship easily. At the highest level, EVE takes far far more planning (try moving an alliance across the whole galaxy in 2 days, just for an example) and tactics (tried to coordinate 4 different fleet types in one system?) than any FPS.
50m isk frigates? No need for faction frigates......just get some people together in tech 1 frigates and do it. |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.19 03:30:00 -
[23] - Quote
Octavian Vetiver wrote:Mr Funless wrote:Ryan Mauler wrote: Well yeah, but they are fighting in space, where the dude with the best gear (and the one who knows how to use it) wins.
That is quite incorrect sir. You can have 6 x frigates at 50M isk each take out a 3B isk battleship easily. At the highest level, EVE takes far far more planning (try moving an alliance across the whole galaxy in 2 days, just for an example) and tactics (tried to coordinate 4 different fleet types in one system?) than any FPS. 50m isk frigates? No need for faction frigates......just get some people together in tech 1 frigates and do it.
Yes, I get it. Obviously I'm not as familiar with EVE as I should be, but it really doesn't take much position/loadout strategy as Dust. Sure it takes strategy to pick your weapons and your path of attack and whatnot, but when it comes down to it, there are a lot of moving and dependant pieces in dust, and they can take on so many roles, so there has to be an element of Hierarchy in command, and an element of team dependance and effectiveness.
I have a feeling like everyone is skipping the first post. Read that one, then comment on it. |
Jaxon Ranger
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2012.09.29 08:04:00 -
[24] - Quote
Alright. So I've been playing Dust an awful lot lately, and I really think that the new leadership has to be implimented, especially for skirmish mode. In ambush mode, Squad leaders do just fine. You stick with the squad, and thats all you need. In the skirmish mode, however (especially the 5 launcher stations maps) we need another teir of leadership. Squads (right now) are not used at all. I have never had an objective given to me by a squad leader, and I've never given one. Squad leaders need more to do, and they need to take orders from somebody (the Platoon leader)
The two things that need to happen before you can implement this additional leadership role are as follows:
1. Strengthen Squads Instead of squads being random selections of the forces where friends can jump in if they want, Squads should be mandatory. They should have a strict number of squads, and whoever you get in your squad, you get. This will make the squad mean something to everyone, instead of just a few (which defeats its purpose). After that part, you can strengthen the Squad further by giving the Squad leader a few powers/passive boosters for himself and his squad mates. If you can't implement this, people won't care if they are with their squad or not, and that makes it seem very unorganized.
2. Squads need to have objectives The squad leader needs to be able to set objectives a little better than "Attack, Defend, Rally". He needs things like "Cover fire here, Get AV camped here, Bring Dropship here" Stuff like that. It adds depth, and like the title says, it makes dust an organized military effort. An effort that can change an entire universe. If we put the ability to change the EVE universe in the hands of idiots, running around without orders, just looking for another kill, then EVE has definitely taken a step down to me. |
Ryan Mauler
Codex Troopers
12
|
Posted - 2012.09.29 14:27:00 -
[25] - Quote
Yes. We have to remember that the Skirmish and Ambush battles take up only a small amount of the map. Think about those corp battles! If you zoom out on the map, you can see a huge map, with massive potential for large scale corp battles.
I guess what we really want is to have leadership mean a little more in this game. We want this to happen with the following steps:
- Make Squad Leaders More Powerful
- Make the Squad (as a unit) more powerful
- Make squads be mandatory and specified (specific number of squads per battle, and everybody has to be in one of those squads)
If you feel like this one destroys the ability to have battles with friends, make that a different feature. Have a "battle party" feature where you can invite your friends to a battle party, and the party host picks a match, and his party can arrange how they want to be organized into squads
- Give Squad Leaders Some objectives to follow. The Theatre Commander (the RTS in the MCC dude) can't worry about the specifics of squads. He has to look at the big picture and decide where he wants the advances. He tells the Division commanders (platoon leaders) what he wants done in their specific divisions (Attack, defend, build, etc.) The Division Commanders, in turn, rule over the Squads assigned to his division of the map. Based on the orders of the TC, he gives orders to his squads (Flank attack with infantry, raid with LAV's, HEad on assault with MAV's). He would also have powers that can change the tide of war if used correctly. The squad leaders, then, use tactical (not so much strategic) orders to fulfill the Division Commanders orders. They can attack, rally, defend, and then more specific things, like Jaxon said. Cover fire, call down vehicle, place turret, Call Droship, Drop uplink, place nano-hive etc. Things like this will connect squad members and make the game much more of a game of organized chaos, as opposed to mindless "space man" fights.
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Ryan Mauler
Codex Troopers
12
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Posted - 2012.09.30 01:09:00 -
[26] - Quote
Moved to General Discussion. I realized that CCP wants me to NOT make a list of suggestions in one thread, so I'll make one for all of those suggestions. |
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