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Post by Great Troub of Troubistan on Mar 22, 2010 13:55:35 GMT -5
After playing at Durbond II, I walked away knowing one thing. Squad versus Squad is way more awesome then a random collection of guys versus another random collection of dudes.
I would like to see more games where you're forced to stick with a squad.
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Post by Knief on Mar 22, 2010 14:42:21 GMT -5
I like the idea and would like to implement it at future Hellfish games. Let me ask you (since I wasn't there), how did things work when a player died? Say it's me, you, Stapo, Rel, Knife, etc and I get hit, can't be healed by a medic, and have to head back to respawn. Am I on my own to try to find you guys again or what? Other than just being responsible, what stops me, the respawning player, from just hooking up with the first squad of good guys that I come across?
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Post by Canto on Mar 22, 2010 15:11:28 GMT -5
I'll agree with the above posts.
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Dlong
New Member
Posts: 11
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Post by Dlong on Mar 22, 2010 15:41:48 GMT -5
I was on the tan side. Whenever I had a respawn, it was go out with whoever was respawning at the time and find your squad. It was confusing (being my first "simulation" game).
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Post by Dingo™ on Mar 22, 2010 16:19:28 GMT -5
We tried that at Black Anvil. If correctly implemented, it makes for much more organized game play. It was super easy to coordinate everyone. The only problem is after about a half hour everyone forgot who was in their squad and just goes right back to random collections of guys.. I guess Tex is going to try forcing this upon everyone at Black Eagle. I'd definitely would like to see this start happening at MilSims anyway...
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Post by Chaos on Mar 22, 2010 16:20:08 GMT -5
Wut?
I'd be down for more Squad action like at Black Anvil.
Edit: Dingo you n00b and your fast typing.
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Post by Dingo™ on Mar 22, 2010 16:23:50 GMT -5
Your jealous.
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Post by Kiki on Mar 22, 2010 16:44:03 GMT -5
...There were squads at Black Anvil? I was completely unaware of any such happenings. However, I think it would be a cool idea to implement in the future.
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Post by Knife on Mar 22, 2010 17:06:21 GMT -5
Squads work great, at both Durbond and Durbond II they were good. The familiarize yourself with the people in your squad, or even better, plan it so you know the people in your squad.
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Post by Kurt 19D on Mar 22, 2010 18:16:12 GMT -5
I was on the tan side. Whenever I had a respawn, it was go out with whoever was respawning at the time and find your squad. It was confusing (being my first "simulation" game). Not sure why you doing it that way, unless instructed by TFI or command. Knief - if a person from the squad was killed then they had to go back to HQ and wait for their squad to come get them. The squad could either head back and collect their teammates at any time or if they had more than 60% casualties they are forced to go back to HQ. I like the system, seemed to work well.
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Sugg
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Relarz' boy, yo!
Posts: 368
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Post by Sugg on Mar 22, 2010 19:21:29 GMT -5
What Kurt said ^
And it worked really well. Having to stick with your squad encourages real tactics and communication. Not to mention radio communication. This is how is should always be.
Also the TFI medic system was interesting as well. The sealed envelopes with either life or death when a medic got to you.
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Post by Dingo™ on Mar 22, 2010 21:06:25 GMT -5
...There were squads at Black Anvil? Pssh yea. You were on the green team right?
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Explosives On Hand
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Post by Explosives On Hand on Mar 22, 2010 23:16:15 GMT -5
Well, I know we've tried complimenting squad based sign ups and rosters before, but those units very quickly broke down as the game progressed. Its been very difficult to organize and keep interest in forming squads and coordinating them before the event. Any squad you try and make up at briefing is going to very quickly fall apart, unless it is a couple of teams working together. Part of this is because most attendees don't sign up for an event until about two to three weeks before the event. Any sort of long term planning is difficult to coordinate before then, simply because you don't know who will be on your team yet.
I'd say the most effective way, for now, to organize squads for an event seems to be having individual teams take those positions. It won't result in perfectly even squad sizes, but it will make those squads more cohesive and able to stick together and receive commands, take objectives etc. that you'd want from having squads in the first place.
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Post by Tex on Mar 23, 2010 1:56:11 GMT -5
What seems to cause squad failure is communication, or for that matter, the lack there of it. For the first 20 min of Black Anvil, comms were perfect for our team. After that, only 2 people would respond back to me out of six squads because the others just disappeared.
At BE3 I fully intend to punish squads who fall out of communication with their leaders. Since I have radios that listen in to each team as I run the game, I'll know who they are. But keeping squads together is something I've always stressed as not only is it more fun, but your commanders can actually complete a task with tactics and not just overpowering people.
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Post by trustkill on Mar 23, 2010 2:49:36 GMT -5
I know every squad on green stuck together the whole game. I know we had radio issues that were on the tech/terrain side but we still managed to break through to get orders.
The objectives requiring your whole squad to be present (not above 60 percent casualties) at the hq as well as only assault teams only being allowed to carry stopped a lot of the ninjas and forced more teamwork.
Lining up at muster in the squads should help break the ice for any anti social rambo. Shake hands and memorize faces, those guys are what you need to win.
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