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KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
This suggestion is motivated by a problem that occurs in public games. Inexperienced marine players often fail to organize coordinated attacks, they do not move in groups, but trickle one-by-one into enemy territory to be killed by ambushes, or just hang in base where it is intuitively "safe". Such behavior of course leads to poor map control and lost games, adding frustration to many commanders, whose verbal encouragements are often ignored.

To counter this, I propose a visual clue in the form of battle banner floating above a player selected by the commander, visible only to his fellow marines. Creation of the banner could be accompanied with a message "Player xxx has been promoted to sergeant", and verbal pre-recorded "Follow your sergeant to battle!" in the same voice as "build objective" and similar messages already in the game.

This "promotion" would have no effect on the game mechanics other than being a visual manifestation of the commander's wish that the players rally around the selected (probably more experienced/skilled) player. It would also be useful for rallying supporting welders for advancing exos.

Similar feature called "pack leader" or "alpha" could be considered for aliens, but the need is not as great as in case of marines who greatly depend on overlapping fields of fire and mutual support.

Comments

  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    edited April 2013
    Altenatively, commanders could group players to squads belonging to each designated sergeant, and each squad member would always see visual indication where his sergeant is (different colors of arrows on the floor, or something more subtle). Commanders can already assign simple move/attack/defend orders to player, this could lead to more organized, albeit a bit totalitarian gameplay. A special leaderless teams could be assigned to defend a designated area.

    These tools could improve marine team cohesion. Assigning players to squads with defined objectives is also better for newer players, who are often overwhelmed by the chaotic fray on pub servers. I believe that objective-based, organized gameplay provides better motivation, and in effect greater reward and enjoyment for the players themselves.
  • Reason85Reason85 Join Date: 2013-04-21 Member: 184928Members
    Squads of some type would help so much in this game. Also i agree if the comm could make a visual que, like parasite outline that is visible through walls (for people on the same team) on specific players (like max 2) so that you could say Follow 1, follow 2. Getting people to organize strikes is the hardest thing to do in public games, and is really the only way to come back from a losing match. Organized attacks make the game so much better as it can turn the tide quickly. You think telling people meet in east wing would be all you need but im convinced most people dont look at their map ever and need obvious visual ques to do anything. Its really required on aliens, cause a organized base rush when the marines have exos is required to try to counter the firepower of the exos. Im sure UWE will come up with something but i really hope some form of squads is needed, not like bf where you spawn on the leader (maybe, but that feels so not NS like and exploitable) but just being able to organize and would also help the comm just be able to tell squad 1 defend repair squad 2 attack deposit squad 3 etc.
  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    Imma just copy paste here from a previous thread regarding squads.

    The main problem with a squad system in NS2 is that people die. Then they respawn somewhere far away. Say your IP's are in Terminal. Your "squad" is attacking maintenance from courtyard. You died in the fight and have just respawned. East wing is now under attack. Do you just go and rejoin your "squad" or go and get East Wing? (If you answered East Wing you're right).

    NS2 relies on a flexible system, something like a squad system would end up being a supreme hassle for a comm to upkeep, or else it would just go unused. So yeah, squads would be awesome, but I can't see how they'd work.

    That said. I'm all in favor of having the comm able to choose one person as a "field commander" of sorts. The only difference being that their chat and speak messages show up a different color. I suppose they could get some sort of visual appearance tweak if necessary, but nothing UI cluttering or too distracting.
  • Mc_IntireMc_Intire Join Date: 2013-02-02 Member: 182745Members
    Why not implement a buddy system then? As I understand players currently gain a minimal resource boost for attacking the enemy or building/reparing (feel free to correct me if I'm wrong). How about making this small resource boost either stronger when close to a buddy, or restricting it so it only works when you are with a buddy. The game detects automatically whether you are close enough to count as buddies and acts accordingly.

    So you run around in a group of three, skulks attack you and you gain a resource income bonus for fighting together (does not have to be for shooting the same target, just sticking together to cover each other). Same with building up, if one person builds up the buddys around them who guard the area gain a small resource bonus as well, even if no enemy appears (this might also help with the annoying 'five marines build the same structure and noone guards, all die by one skulk' issue <-- Yes this is exaggerated, but not much).

    If players stray apart too far (lets say 15 meters, just as an example) the effect becomes weaker and/or dissappears. To show the player that he is currently part of a squad/pack an icon appears on their HUD. Boosted resource trickles are shown in yellow/green colours to indicate that you got boosted resources. There could be a timer so people running out of a room hunting a near-dead gorge don't get cut off immediately. Also the Commander should be able to select such packs easily (maybe they auto-form command groups) to order them around.
  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    Mc_Intire wrote: »
    Why not implement a buddy system then? As I understand players currently gain a minimal resource boost for attacking the enemy or building/reparing (feel free to correct me if I'm wrong). How about making this small resource boost either stronger when close to a buddy, or restricting it so it only works when you are with a buddy. The game detects automatically whether you are close enough to count as buddies and acts accordingly.

    So you run around in a group of three, skulks attack you and you gain a resource income bonus for fighting together (does not have to be for shooting the same target, just sticking together to cover each other). Same with building up, if one person builds up the buddys around them who guard the area gain a small resource bonus as well, even if no enemy appears (this might also help with the annoying 'five marines build the same structure and noone guards, all die by one skulk' issue <-- Yes this is exaggerated, but not much).

    If players stray apart too far (lets say 15 meters, just as an example) the effect becomes weaker and/or dissappears. To show the player that he is currently part of a squad/pack an icon appears on their HUD. Boosted resource trickles are shown in yellow/green colours to indicate that you got boosted resources. There could be a timer so people running out of a room hunting a near-dead gorge don't get cut off immediately. Also the Commander should be able to select such packs easily (maybe they auto-form command groups) to order them around.
    Not resources, points. Res is strictly on an interval system. Maybe if you replaced every "resource" in there with "points" it'd be alright. But we're bordering on the ResForKills debate now. Thing is that no one cares about points. They have no effect on the game.

    I still think the solution of all of these problems is simply communication. As long as you're communicating and people are slightly competant, they should work together (note that communicate is a two way exchange of information). So anything else on top of that will simply add to the confusion and complicatedness.
  • Mc_IntireMc_Intire Join Date: 2013-02-02 Member: 182745Members
    It's the only idea I have for givng an incentive without pushing them nose front into their pee.

    Yeah, if it was points it would be useless (I actually only use tab to see how many people on my team are dead or how many team-res my comm has while playing as alien).

    I was thinking along the lines that a kill gives 0.1 pres per interval while with buddies, same for 500 HP built/repaired per interval. Of course, you could go RPG/RTS on this and give units a damage/speed/armor/insert stat here boost, but I think this might be more detoriating to gameplay than a little pocket money.
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