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Thread: Squad "skills"

  1. #1
    Halfdark is offline Senior Member
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    Squad "skills"

    We've already discussed a system of squad-based unlocks - the unlocks are assigned to a squad by the commander, and the squad members/leader can then dish out what's available to them as they please. But how about this? Certain bits of kit are assigned to the squad as normal by the commander, but they're not actually "kit" in the traditional sense - they instead provide the squad (or one of its members, depending upon the specific example) with an extra ability.

    I already mentioned how this idea might be used here - in this case, the squad has the ability to coordinate more fully with its team mates.

    Another ability might be they earn more unlock points through their actions, (although unlock points go into a team-wide pool, to be dished out by the commander), or they perform certain tasks faster (they are experienced in their fields, seasoned veterans, and as such can take control points, or heal fallen comrades faster).

    There wouldn't need to be many - it could be integrated alongside my other suggestion, here

    Further ideas:

    • The ability to use land vehicles - this would limit the use of certain land vehicles to squads which had appropriate training (and more importantly, had already demonstrated they ability to work as a good part of the team, hence having the unlock to spare)[/*:m:7kn3inim]
    • The ability to request certain commander actions - we've already talked about some commander actions, but perhaps only certain squads would be able to request artillery support etc; it would be an active choice, rather than something which all squads have the privilege of[/*:m:7kn3inim]
    • Ability to request new intelligence on an area - gives you something you might want more than being able to ask for artillery support; request a new intelligence flyover[/*:m:7kn3inim]


    Just some ideas

    Word, homedog.
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    Re: Squad leader unlocks - think BF2142

    Well at the risk of feeling a bit like WOW, you could have "powers" these could be limited so that they could only be assigned once the Squad Leader had done something specific, such as got X kills so far in the round. The power could be something small like a slight boost in speed or if you wanted to go for something more impressive a combination of extra speed, strength and a bonus damage on all close quarter damage for 30 seconds. We wouldn't call it a power it would be called something like "Inspiring Aura" or something equally annoying.

    *Merged from different topic* More relevant here.

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    Halfdark is offline Senior Member
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    Re: Squad "skills"

    If you're gonna merge my topics, fix the links That is all.

    Word, homedog.
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    General Naga's Avatar
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    Re: Squad "skills"

    I didn't change them because I merged my post into your topic, it shouldn't have effected any of the links. Sorry about that.

    The idea of having a skill that allows you to use land vehicles is an interesting one. I think it has the potential to work quite well although it would require full HUD back-up so people understand why they can't drive it with HUD messages/warning icons.

    It might work quite well for maps with very limited vehicle support, so the vehicles aren't just pounced on by the first to spawn. It would be the best squad/ the squad with the hardest orders who would get the vehicle support instead.

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    Halfdark is offline Senior Member
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    Re: Squad "skills"

    Exactly. And having already established a tight-knit squad system, there's a good chance players would use the vehicles they had more effectively.

    Word, homedog.
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    NoDe is offline Junior Member
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    Re: Squad "skills"

    Hello folks...

    Well, the squad skills are a very nice idea. I came up with a few ideas about different squads.

    The Special Forces : the guys with silenced guns, camo suits, grapple hook. A bit like specail forces today.

    The Army: The standard dudes, able to drive light vehicles. They have all the basic guns (rifles shotguns)

    The Cavalry: The guys who control the biggest of the biggest vehicles. Also the ones with anti-tank stuff.

    The Pilots: Leave everything that flies to these guys...

    The Commanders: The people who (as discussed) give all others orders, and so on. Pretty weakly armed.

    The Artillery: These guys are striking from long range. They have mortars, and the standard canons. They need help from commanders to aim though...

    I also thought of this: Could the commanders propably also change vehicles? example: There are only infantrists on the map, however you get a tank. It would then be better to have MG's then a cannon, wouldnt it? The commander is able to change the main weapon of vehicles.

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    Mr Zephy is offline Senior Member
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    Re: Squad "skills"

    I like most of this;

    apart from: Special forces would be scouts, and we were thinking of keeping tanks out of it.

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    NoDe is offline Junior Member
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    Re: Squad "skills"

    When you say "scouts" do you mean:

    The retarded squad who cant do anything except scouting?(which is TERRIBLY BORING)
    A squad which can be used as an offensive unit, using stealth and tactics?
    Nothing of this?

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    General Naga's Avatar
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    Re: Squad "skills"

    A scout is someone who goes ahead of the army collecting intelligence on their positions. With this in mind I would suggest scouts would have better no armour but have camouflaged kit unlike the main army which still goes in for matching shading and heavy armour for the most part.

    They could quite easily carry grappling hooks although I'm not so sure about the silenced weapons, if you game them normal guns then if they wanted to work stealthily then they would have to resort to their sword/knife.

    Demolitions would be the job of engineers normally although some maps might give scouts small ordinance explosives.

  10. #10
    Mr Zephy is offline Senior Member
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    Re: Squad "skills"

    I still like the idea of giving the scouts the silent gas pistols.

    Scouts could perhaps also set booby traps.

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