I mentioned this in a few threads, but I think it deserves its own thread. Many problems, especially with squad arty, are caused by people saving up huge numbers of squad points and using them all at once. This also discourages people from using squad powers, because they always want to save them for an emergency or whatever. That's never how squad powers were intended to work, I think. They shouldn't be deciding games. They're supposed to encourage squads to work together, using their benefits in a group. I think it would be better if there were a fairly low limit on the number of squad points you can have at once -- say, 20? Maybe even 10 if the arty / revive costs are lowered to what they once were. The idea is to encourage people to use their powers regularly instead of saving them up. Also, perhaps when your squad points are maxxed out, the number could pulse slightly to remind you to spend them... or something like that. I've suggested more complicated solutions (like a squad-power meter) before, but this seems to be relatively simple to implement, and is a more minor change, so I thought it might go over better.
That's a good idea, altough the proposed numbers are a little low, considering you get squad points now even easier.
It's 8 points per squad arty and the cv is practically immune to everything but an all out assault, so it's not really game deciding anymore. I'd rather see squadpowers get an overhaul so something other than revive, arty and hide gets used. Riflers have no useful squadpower for one, but the other classes also have one less than useful power each. Give people more useful powers to spend it on rather than restrict the amount of times currently popular power can be used.
I'd rather see some form of cooldown for abilities, would cut the arty spamming, and wouldnt affect mass revs.
i think it should be a combination of the two. Maybe a 50 point limit and some rethinks and possibly additions to of the squad powers. Make the 'over time' effects last a bit longer too. At least twice imo, so it really becomes worthwhile to get in a squad, and get squad points to get the skills. Engineer is pretty good already and could perhaps have a vehicle repair, any vehicle your squad is in slowly grows its armor and hull health back, slowly to prevent it being used mid-rush. (just an idea). Or perhaps instant ammo refill for all squad or maybe vehicle cooling upgrade for all squad. Grenadier has damage and arty IIRC, perhaps the damage power could get a slight buff, arty is fine. They could also have group defuse, cant actually defuse a mine, but you dont set them off. Again there could be a squad vehicle armour upgrade. Rifleman, err charge ?? and armour. Anyway, same deal, a little buff to the existing powers and perhaps explosive power boost (grenades,mortars etc) or vehicle damage again. Ammo carrying upgrade or stamina would fit with the class too. Scout, hide and recon. They could also give out walking speed upgrade, trusty vehicle upgrade option (speed). Weapon and kill report silencing for the squad perhaps or improved weapon range. I wouldn't intend for all of these things to be implemented, just the vehicle option and one carefully selected other from the list.
That's a nice idea actually, tank powers relative to the classes' skills. so squad don't-set-off-mines for gren, squad vehicle damage for roflman, squad super-cooling for engi, squad speed for scout (bit crappy really, might want to use like tank stealth instead. or just redo scout.).
I really doubt very many people could manage the organization necessary to do that. If it's necessary, though, a 'point bleed' for totally empty squads could be added... trying to arrange your team in a complicated system with one person in each of your placeholder squads to prevent point bleed would be silly.
you know what else is silly? this suggestion its one thing to suggest a solution to problems that exist, its another thing to suggest a solution to a problem that doesn't exist
The main problem with squad points is that we have diffenent kind of maps. We will not find a good solution for command and escort maps. A possible solution would be some parameters which can be set by the mapper. Possible parameters: -max squad points -squad point range -squad point doubler -self increasing squad points -squad power costs ...
Errr... Good. This would be a good thing if you were actually so leet as to go around from squad to squad giving them points and skills.
SIP is right. But the thing is, making the mapper adjust that stuff for his map can also open for the mapper to adjust for everything else on it: different armors values, vehicle speeds etc.