Make Squads more important

Discussion in 'Feedback' started by -=SIP=-, Dec 1, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    Some suggestions to increase the importance of squads:

    1. Show squad selection screen after startup like the skill&class selection screen

    Alternative: Add new commander vote and squad choose screen
    http://i47.tinypic.com/r1n21i.png

    2. Add cvar for squad point multiplier. Default values with commander = 2 and without commander = 1.

    3. Increase the time of Squad Leader skills (Scout/recon, Rifleman/armor, Grenadier/damage)

    4. Change rifleman/charge to uber charge (unlimited stamina, unlimited rifle ammo, prone accuracy). Cost 10 squad points for 10 seconds.

    New
    5. Give full squads after commander vote time 10 free squad points.

    Explanation:
    1: I think first point is obvious.

    2: The second point should make squads more important on every map. Currently you just don't get enough points to use them effectively. Mostly you save your points that you can do some squad revives in late game. For maps like crossroads the multiplier can be changed to 1 by map cfg.

    3:All of these skills are relative weak. And therefore they should a least last longer.

    4: All classes have a powerful squad skills (squad revive, arty strike, squad hide) except the rifleman. Uber charge should help to break through enemy lines. It maybe seems to be very strong, but therefore it costs a lot of squad points and you will only have it for 10 seconds.

    New
    5: When are squads most important? When no tanks are out and both teams are rushing for their first forward barracks. And therefore full squads should have some free squad points at startup. Reasonable use could be:
    Engineer 1 x revive (6) + 1 x instand heal (3)
    Rifleman 2 x charge (2x3) + 1 x armor (4)
    Grenadier 2 x arty strike (2x5)
    Scout 2 x recon (2x2) + 1 x squad hide (5) (Only useful if commander forgets to give targets and enemy has already some turrets)
     
    Last edited: Dec 8, 2009
  2. PreDominance

    PreDominance Member

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    Can you imagine people with unlimited stamina and prone accuracy running around with an HMG?

    Riflemen armor and Grenadier damage are the most useless, IMHO. They need to either be buffed, or completely scrapped for alternatives.
     
  3. Empty

    Empty Member

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    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
    Buff squad auras.
     
  4. PwnedYoAss

    PwnedYoAss Member

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    What he said. BUFF SQUAD AURAS
     
  5. Ikalx

    Ikalx Member

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    Squads need a feckton of stuff done to them tbh.
     
  6. Aquillion

    Aquillion Member

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    That seems logical.

    I would prefer revamping the squad power system completely.

    The problem is that the accumulation of squad points encourages people to just save up their squad powers forever (and often they never use them, but when they do use them, it has this huge absurd impact.)

    I don't think that that's good. I think it would be better if squad powers used something like Enemy Territory's command meter -- the meter slowly fills up over time; when it's fill, you can use a squad power (maybe some skills only cost half the meter or 2/3 of the meter, etc.) The meter fills faster when you have more squadmates nearby, and when anyone squad mate in the aura earns a point. But once it's fill, it doesn't keep increasing.

    This encourages squad leaders to use squad powers regularly rather than saving up. That, in turn, will encourage players to stick together, since they'll see these benefits directly and frequently.

    Those skills are just underpowered, so sure, why not. Although honestly, they're also a bit dull, so I wouldn't mind just seeing them replaced with cooler things.



    Also, I agree with buffing the squad auras a bit, but more importantly, their size should scale based on the size of the map, if that's possible. I don't know if it is... maybe the mapper would have to specify. The point is, Empires has a lot of big, open maps where squad auras are so small that they provide no help at all. But if you make them too big, tight maps like crossroads would have you always inside your squad aura all the time no matter where you are.

    So the solution is to scale it based on the map. And if you need a logical reason (not that realism matters) -- big open areas let your squad coordinate across a wider area. Or whatever.
     
  7. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    No

    Here we go

    1. There is no point in forcing people into squads if they don't do squad activities. You can encourage as much as you want to, but people who don't care about squads and want to play their own game will do so.

    2. I certainly get enough points. Most of which are obtained in the start of the game that last until the end. In district I can easily get 40+ without even noticing.

    3. The time lengths are good enough. They don't need buffs. They are long enough so that if you don't activate it too prematurely, they will last as long as the action you are trying to accomplish. If you coordinate an damage nade spam tactic, if you don't get the barracks down in the time already allowed by squad powers, chances are, longer squad bonuses will not help much. You failed. Too bad. Also, squad powers are meant to be used at the most opportune times. They are suppose to help you in one fight, or one rush. Like a magic trap card. You tap mana and activate it, but it goes to the graveyard after. It tips the odds in a single encounter. It isn't like equipment cards, where its a constant +1/+2.

    Being squad leader is not easy. It takes practice and coordination and a good squad. Deal with it.

    4. Aside from ubercharge being almost completely pointless except for HMG, where it becomes completely OP, the squad charge we have right now is good. You are not suppose to charge towards the enemy, because they will shoot you and kill you. You use charge to flank. Many a times have I been in a squad lead by a good squad leader and used rifleman charge to completely circumvent enemy troops, allowing us to basically get a strong position behind their lines. Of course this is more effective in beginning game. But Ubercharge isn't going to help much against tanks.


    In short. You don't know good squad play. The squad powers and squad system works. Being squad leader isn't easy. Being a good squad leader doesn't necessarily mean being a leader of a squad who sticks together and is winning. Find good squad leaders and join their squads.
     
  8. Demented

    Demented Member

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    I like.
    Agreed here.

    Nothing further to add.
     
  9. -=SIP=-

    -=SIP=- Member

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    These people just can press cancel on this screen.
    You say, that people who want teamwork will automatically join a squad.
    I would say, that when people are forced to be in a squad they hopefully will more work as a squad.

    There is no reason no to be in a squad. Good players call the squad screen anyway. And even veterans sometimes forget to get into a squad.
    And for the majority of the bad/average players this automation will help them to see the advantages of squads.

    And how many squad points do you have on maps like duststorm? Therefore I want a multiplier. If there seems to be to many squad points for a certain map the multiplier can also be below 1.

    See the other postings. These squad powers are too weak to make a big effect. Increasing the time will make them just a little bit more useful. Increasing the effect would also be an option.

    Uber charge will also be useful for NRAR and BEAR (and maybe even for SMG).
    And uber charge should add some fun when you use it. Compare it with arty strike. There you can kill turrets, tanks with standard armor and many infantry at once. But only the squad leader benefits from this directly and nobody complain that this is overpowered. Then why should uber charge for 10 seconds and 10 squad points be overpowered?

    And using charge to flank? How often does this happen on regular games? On conquest flags there is often no room to flank and on commander maps you use tanks for this. Also you mostly don't have enough points to do this often.

    You should play more often, then you would now how good squad powers and squad system is working (especially on commander maps). ;)
     
    Last edited: Dec 2, 2009
  10. Ikalx

    Ikalx Member

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    I kinda agree with that, although it's a bit similar to a points cap. I think the major change is squads sticking together generates points, rather than squads being useful together. I think I might like that change, as it makes anyone able to use the powers, rather than just those who are being effective...however, those that are being effective should probably get a boost to the bar when they do something that would currently earn them points.

    A cap should probably similar to 3-5 arty strikes and squad revives, mebbe. I can see how just having 1 shot at those abilities wouldn't be very good, unless the bar filled up real fast (compared to current points).

    True.

    The point is not to force a certain type of gameplay on people. Ideally I would like to see the new GUI have a {Join Squad} button where your squad mates names would usually be, if you haven't joined a squad. But another popup at game start? Are you serious? How much more of an overhead do you want for new players to have?

    The major point that Empires fails on, is that many things should add depth, not be a requirement. In the current game, you have to do all the things that should be an edge, purely because the other team will be doing so. This is because our player base is made up of experienced people, and has a relatively low intake of newbies.

    Sometimes there's really no point to being in a squad either. I would say 'soft squads' would be nice, but currently you can find yourself in a completely different part of the map to your squad leader. Sometimes you're just needed to stop that rush or defend the base.

    You have a tendency to only see things one way, Sip.
     
  11. -=SIP=-

    -=SIP=- Member

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    I know that squads are mostly spread all over the map.
    But the question is, how important should squads be in Empires in future?

    Should they always be nice to have or should they be very important? (I'm talking mostly for commander maps)

    My suggestions should push them more towards important. Therefore I want all peoples in squads and teams with good squads should have an noticeable advantage.
    But if squads should only be nice to have, we can keep the current system without any changes.
     
  12. Ikalx

    Ikalx Member

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    I would like them to be very useful, but this is not the way I would go. That's all.
     
  13. blizzerd

    blizzerd Member

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    hey guys, i dont know if anyone else said it buttttt.....


    buff squad auras 4X and test from there on

    bandwagon gogogog
     
  14. PreDominance

    PreDominance Member

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    Agree with squad auras. Squads shold stick together as in the NW/SE/NE/SW sides of the map, not humping their leader.
     
  15. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    Forcing people to be in squads is a horrible idea. It takes a slot. A timid squad leader may not have the heart to kick people. It really advocates spreading out. I usually pick my squads after the game as started, so we are going the same way anyways.

    Yes, I've flanked many people using squad charge in real games. It just takes people who know each other well. It works.
    All the squad powers give advantages. You just need to use them in the right way with your squad. As I said before, they aren't suppose to be buffed. They are meant to be a trap card.

    Yes, I get lots of squad points in duststorm too. Take affirmative action. Force your squad to stick together. If more you do it, the more you influence others to do the same. Basically your suggestions are undermining the value of squadwork.
     
  16. Empty

    Empty Member

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    Why are you all arguing.

    We just need to Buff squad auras.
     
  17. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    Because some people want everything simplified to the point of Empires socialism.
     
  18. Demented

    Demented Member

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    Who are these socialist conspirator scum?

    The Empires CIA would like to know.
     
  19. Foxy

    Foxy I lied, def a Forum Troll

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    Not sure if it is possible, but a squad only voice chat would be useful. Its very hard for more then one squad to work effectively within the game, as people on the other side of the map could be working well at what they're doing, and you can't warn your buddy, that a guy is coming round the corner.

    Like how in BF2, the squad talks only to itself, the leader can talk to the com, and other squads by pressing a different key.

    I'm not suggesting the same system, I hate the 2nd part, I'd like a 'squad talk' and a 'team talk'.

    Even just a text based system for squads would help.
     
  20. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    This would definitely help. But still, It would only help people who want to work in squads.

    Squad powers don't need moar buffing and they don't need moar emphasis.
     

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