Better Use Of Squads
Sgt_Doompy
Join Date: 2003-08-09 Member: 19264Members
<div class="IPBDescription">And increase teamwork + orders clearer</div> Well, i've been thinking and came to a few conclusions:
We all know that often the comm is pressured alot with giving out tasks, often to individuals if hes any good comm. The marines grunts also dont exactly know whats going on, what other marines are supposed to do.. what their role is supposed to be in the whole deck of cards. People would just walk off into the nearest skulk trap. Squads do ease the pain in all this and can be used to give orders and react faster to issues. Sadly there be alot of confusion as well among both the marines as the commander since there is no real clear indication of who is in your squad. Each squad should have a different color on the minimap imho for both the grunts as the comm.
What i'm getting to is for example:
Squad 1: Offensive squad, they assault early RTs & gorges. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Squad 2: Defensive squad, they defend the base/expansions and also build structures <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Squad 3: Recon, they scout for hives and possible alien expansions. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Marines are able to join those premade squads <u><b>themselves</b></u>, the colors indicate what each individual is up to and can be grouped better. So if everybody stays on squad 2... the defensive squad then you know whats going wrong. Do we want the onos invitation cards send out? Also, comms dont have to re-make squads everytime a new player joins the marine team, tactics are somewhat placed into the grunt hands as well and the comm watches over them to support them better. Its a pain to find the right guy to defend your base early right now... people would just spam turrets instead.
On other class-based games you can see what the team is missing (class-wise) by tabbing and looking at the scoreboard, like a lerk to umbra his fellow aliens or a gorge to build stuff. However marines cant atm since they dont have classes and rely totally on the commander.
Another idea of mine, hope it wasnt too bad <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> .
- D
We all know that often the comm is pressured alot with giving out tasks, often to individuals if hes any good comm. The marines grunts also dont exactly know whats going on, what other marines are supposed to do.. what their role is supposed to be in the whole deck of cards. People would just walk off into the nearest skulk trap. Squads do ease the pain in all this and can be used to give orders and react faster to issues. Sadly there be alot of confusion as well among both the marines as the commander since there is no real clear indication of who is in your squad. Each squad should have a different color on the minimap imho for both the grunts as the comm.
What i'm getting to is for example:
Squad 1: Offensive squad, they assault early RTs & gorges. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Squad 2: Defensive squad, they defend the base/expansions and also build structures <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Squad 3: Recon, they scout for hives and possible alien expansions. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Marines are able to join those premade squads <u><b>themselves</b></u>, the colors indicate what each individual is up to and can be grouped better. So if everybody stays on squad 2... the defensive squad then you know whats going wrong. Do we want the onos invitation cards send out? Also, comms dont have to re-make squads everytime a new player joins the marine team, tactics are somewhat placed into the grunt hands as well and the comm watches over them to support them better. Its a pain to find the right guy to defend your base early right now... people would just spam turrets instead.
On other class-based games you can see what the team is missing (class-wise) by tabbing and looking at the scoreboard, like a lerk to umbra his fellow aliens or a gorge to build stuff. However marines cant atm since they dont have classes and rely totally on the commander.
Another idea of mine, hope it wasnt too bad <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> .
- D
Comments
then say: "squad 2 defend and weld structures at waypoint" "squad 3 rambo yourselves into their undefended hive and hold it" imo its a much simpler means to issue orders without having to find people's names. if you say a general order like "Someone weld the outpost!" nobody goes because you aren't talking to them, they think someone else is going, even you gave them a waypoint. often coms have entire groups of marines selected at once and give everyone the same waypoints. it makes life very confusing for the marines when they are orodered to attack a hive then they get there and receive a waypoint to build a turret in the base. you don't know if it was a comming mistake or you are needed back there without typed confirmation.
If you intend to give out shotties for defensive purposes you'll only give those out to the right squad. Same applies for offensive.
Heck, even mines could be used better for this, instead of having them spammed around your base, play offensive with them by giving them to your offensive squad !
- D
reply here:
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