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2012-10-31, 08:30 AM | [Ignore Me] #1 | |||
Private
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Repost from the official forums. I wasn't sure whether to post this in the 'Ideas' section or here, but I settled for here because it's not really a new idea or anything. Still, if any mods think this thread might better be posted there, please don't hesitate to use those modly powers.
http://forums.station.sony.com/ps2/i...tlerank.39297/
So yeah, what's your opinions? Feel free to post either here or on the official forums. |
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2012-10-31, 09:05 AM | [Ignore Me] #2 | ||
Sergeant
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Bump
I would add... Consider the model World War II uses; Player voted leadership that can post faction wide messages to coordinate attacks/advances. A squad leader doesn’t lead from the back... How can he know what’s going on without having eyes on. I have to say that if you’re a leader not getting XP your doing something wrong. Sundy/AMS points stream in if you place your vehicle right. Most coordination occurs using the mini map and information coming in via chat from the squad. Decisions are made on the fly from current on the ground information. No reason a squad leader or outfit CC should be cowering in a corner. Just my thoughts on what I have experienced as a squad leader and a soldier with boots on the ground. Lead from the front as this game is to fast paced to sit in a corner and look at the map. Last edited by Storn; 2012-10-31 at 09:06 AM. |
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2012-10-31, 09:29 AM | [Ignore Me] #3 | ||
Private
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So how does that WW2 system work? People get voted into leadership positions? Not sure if a popularity contest would be the answer... but it doesn't sound too bad either. It would almost certainly mean that big outfit leader will immediately get into high command positions, and since they do a lot of organising anyway this might not be a bad thing. Still, it would exclude many potentially capable people from entering a command position.
As for SLs who should be able to get lots of kills... well, possibly. I'm sure there are Sls and PLs who manage to lead well from the front and successfully manage their entire squad/platoon while at the same time killing droves of people. I don't usually squadlead but I know that if I'm busy killing I find it hard to articulate my thoughts and/or formulate quick battle plans. SLs might be more capable of getting plenty of EXP, but the SLs I know tend to hang back a bit (and no, they're not cowering in a corner looking at a map) and think about the next move and get their squad members into positions of opportunity and they generally end up doing the killing while the SL is busy constructing a new plan. The PL even more so, since he has, in the worst/best case, 4x 12 people to manage. This guy needs to focus on the big picture, and picking off enemies and clearing buildings doesn't help brain functionality much in that regard. As for Sunderer spawns, I guess you have a point. However, it would have to specifically be the SL or PL who spawns the Sunderer, and since a Sunderer can be spawned by anyone, it's not necessarily the SL or PL who gets that flood of XP. I thinkt he best way to deal with this though is to give special command EXP to SLs and PLs, based on strategic achievements such as base captures and defences. The XP they receive would depend on how many enemies were present (more enemies = more XP). It would incentivise Sls and PLs to play for the objective as well, and it would specifically reward leadership to people who actually lead, while leading! In the current system, ANYONE who plays enough can get a high leadership position, without ever even having led a squad! |
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2012-10-31, 09:38 AM | [Ignore Me] #4 | ||
Captain
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Awarding XP just for being the SL can be tricky, it could give lazy people a lot of free XP, because there are always a bunch of newbies who just accept any squad invites and stick with it without a second thought.
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2012-10-31, 10:13 AM | [Ignore Me] #5 | ||
Sergeant
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Agreed, it’s very tricky to work out a system to reward dedicated leaders. I’m definitely not a large scale planner and will leave that to those that want/excel at that. A system does need to reward you all for sacrificing action for planning. See you in the field brothers!
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2012-10-31, 11:04 AM | [Ignore Me] #6 | ||
Private
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Yeah, I'll definitely agree that it's tricky. Maybe make it so that it only rewards actively squad management? Ie, SLs and PLs get bonus EXP (either special command XP or general XP) only there is a waypoint on or near the base that is taken, and only if a certain amount or percentage of squad members is actually present at that location?
Though that might make the system very hard to manage and code... I'm not sure if they can actually detect any of these things. They probably can, but I can't be certain. Bottom line though, Sls and PLs do need to be compensated for any lack of kills or other EXP income that other people who are more focused on the fighting itself might have, otherwise you'll get Sls and PLs who are lagging behind other players in terms of BR. |
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2012-10-31, 05:01 PM | [Ignore Me] #7 | ||
First Sergeant
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as a regular tac com for XoO i get plenty of xp. From sundie spawns to base caps and repairs/heals i just make sure i pull one of the sundies (think of it as tribute) i then designate someone else as a driver. between those things i do fine.
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2012-10-31, 09:21 PM | [Ignore Me] #11 | ||
Captain
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I was a bit dissapointed that CEP did not make a return. It would have been nice to see squad leader XP separated out and giving leadership certs only to the ones doing the leading. I know this was pretty easy to exploit in PS1 and it was not too hard to get to CR5 but it would still have been nice to see the separation there.
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2012-10-31, 09:41 PM | [Ignore Me] #12 | |||
Corporal
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How it works. First step is you as a player want to be part of high command. You have to apply to become a Cadet, Once your accepted as a Cadet you go to the High Command Academy. This academy is basically designed to teach you the New High Command Cadet the ins and outs of large scale leadership. As you go through the leadership training you get assigned to a battalion. These Battalions are actually based on "sectors" within the game since WWII Online is very linear in its approach to its map. Basically the map is a one level map with a "campaign" . Once your assigned to a Battalion you focus on establishing its functions, be it attack points, defend points, etc. You help with other new cadets, you can be assigned in different roles to support the High Command be them Liasion officer, Recruitment Officer, Logistical Officer etc. High command itself, the "guy in charge" for that campaign is voted on by the player base. How they eliminate the "popularity" contest is limit the Vote to only those individuals in the high command with the proper training and requirements and time to be High Command. This individual stays as the High Commander "Guy in charge" usually for one Campaign, which ends when either the Axis or the Allied side controls the map fully. How does high command work with individual outfits? Well basically the High Command sets up an over all "Operations plan" with objectives etc. Outfits that want to be involved with the High Command designate themselves as such and they can follow through with tasks assigned or they can simply follow the Strategy put down by the High Command. It was never a requirement to "follow the High Command". But it was always highly recommended, and Most outfits and individuals all found that following the High Commands Strategy lead to a more enjoyable game. Now this system may have changed its been a few years since I was in WWII online or involved with the High Command. Do I think that this system can work in Planetside 2? Yes. It would need some adjustments etc. But it would definitely work, by establishing a high command for each faction, per server. Would it take some work? Yes. High Command is not an "alliance". Its not a bunch of outfits "agreeing" to work together. Its outfits agreeing to follow a core group of individuals in an over all strategy and command. It is not an Outfit giving up its freedom or ability to operate independently. Personally I would love to see something like this developed by the players and set up. The WWII Online High Command community was awesome. They developed award systems to give to players for outstanding service, rank system to promote within. Training systems for not only individuals but outfits. It made the game so much more then just a FPS with some Strategy. It would take alot of work. And alot of dedication but in the end I fully feel it would be EXTREMELY worth the time and effort to get this going. It would have its issues and problems just like anything else. BUT its a workable system. And it was supported by the game dev's but not run by the game dev's. Basically the Game Dev's stated "We approve of this. Go forth and continue" but thats all they did, so it gave it credibility with the player base. My thoughts on making squad leader ship abilities based on battlerank.. I dont like it. The best squad leader in the world could be a BR1, and not have the ability to use the Tools of the Squad leader. Thats just punishing those who want to focus on outfit leadership more then running around making kills. Yes you can get a good amount of XP easily, but a good squad leader actually spends less time firing their weapon and more time observing and supporting and moving their squad. Just my two cents. If any one is interested in setting up a High command or something along those lines. I'll help. Sign me up. |
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