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Old 2012-07-14, 01:35 PM   [Ignore Me] #46
Troika
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Re: Callsigns


Originally Posted by fvdham View Post
In PlanetSide1 you can do this:
create 3 squad of 2 people and join the 3 squad in a platoon.
If you can see the squad color AND the number floating somewhere next to the player name - that is all I need.

If the number is only visible in the minimap/map then It won't be enough to work in air to air combat imo.
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Old 2012-07-14, 01:41 PM   [Ignore Me] #47
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Re: Callsigns


Originally Posted by Troika View Post
@maradine The suggestion is simply to add a line under the player name for squadleader to type a callsign for the team members. How is that "simming up?"
It's not. In fact, in the context of this conversation, I'd say it's "dumbing it down", to use the phrase so popular around here.

My commentary on "simming it up" was an encouragement to you to go and implement whatever meta level on top of the game you want, to reach whatever level of simulation you and your outfit-mates desire.
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Old 2012-07-14, 01:43 PM   [Ignore Me] #48
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Re: Callsigns


Like it was said before, this is already in Planetside, and communication is always clearer when you refer to someone by their screen name or a shorter form of said name as that is what people associate themselves with.

Roflcakes or even just Cakes gets my attention far quicker then then purple-9. You want to expedite communication you refer to someone in a specific manner rather then with interchangeable code names. The only reason they do this in aviation is because you can't usually tell or don't know who is in the airplane off to your right or a kilometer behind you, so you call the airplane instead of the person.

And I would think the only reason militaries do it, is because they have so many people to deal with so assigning numbers makes it easier, unless your willing to remember one hundred thousand names, and it probably makes it easier to divorce your emotion from your job when everyone is just a number. Neither of these things are problems in a video game.

You can do this if you want but its nothing super special and it won't really help communication, not trying to bash or flame I'm just making observations so sorry if it seems that way.

Last edited by lolroflroflcake; 2012-07-14 at 02:02 PM.
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Old 2012-07-14, 02:14 PM   [Ignore Me] #49
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Re: Callsigns


Callsigns are a fun idea, and they could work, but it's adding complexity and it probably won't be that useful. Not only do you not need callsigns, you rarely even need to address other players by name. In most games all the caller really needs to call is A) situation, and B) area. Take a look at these two examples:

"Gold 1, take out the enemy air support above the biolab. Blue 5, Blue 7, get the tanks outside the tech plant."

OR

"Planes over biolab; tanks tech plant."

While the first would sound cooler for immersion (like something you'd see in a movie), you're rarely going to need that level of complexity in your calls. Even assuming a huge battle spread out over a wide area, let's say there're two platoons of tanks and 3 distinct wings of enemy fighters. In fact, to make it even more complex, let's assume that one tank platoon is TR, one is NC; one wing is TR, two wings are NC. So either:

"Gold team, TR fighters near the cliffs, NC wings above tech plant and amp station. Half of Blue target NC fighters at biolab; rest of Blue team, TR and NC tanks outside."

OR

"Planes: Red cliffs, Blues A and B. Red and Blue tanks at C."

They both convey the same thing, but one takes a lot less time to say. "But you didn't actually issue any orders, you just told people where they are." Yes. It should be assumed everyone knows what to do off that information. Obviously the planes with air-to-air certs are going to target the enemy aircraft; planes with air-to-ground certs are going to target armor. Even if you weren't playing with your outfit and were just playing with randoms, nobody's dumb; nobody who specs their plane out for something is going to do the exact opposite of what their specialization is, if given the choice.

So really, all you need to communicate is where things are. If you absolutely, positively need to have a specific group do something, you can address them by name, or just address the squad leader. Or in the above example, let's say you call ops and someone's doing something they shouldn't be, then you've got one guy or a few guys to single out by name and say, "You guys, go here."

What's actually going to be FAR more important than callsigns are designating areas around facilities that you can't just call by capture point. "Around A" might be fine for a general location, but what if there are a number of buildings clustered around A?
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Old 2012-07-14, 02:30 PM   [Ignore Me] #50
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Re: Callsigns


Is there going to be local voice chat, or squad only?
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Old 2012-07-14, 02:33 PM   [Ignore Me] #51
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Re: Callsigns


Outfit, squad, platoon, and vehicle intercom were the commonly discussed VOIP channels. I don't think any have been confirmed (correct me if I'm wrong), and proximity-based VOIP was a forum request.
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Old 2012-07-14, 02:37 PM   [Ignore Me] #52
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Re: Callsigns


The vehicle VOIP, at least, has been confirmed. When you enter a vehicle you'll be put on the channel with the other players inside. I believe squad's been confirmed, as well.
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Old 2012-07-14, 02:53 PM   [Ignore Me] #53
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Re: Callsigns


I hope they do add local voice. Nothing like stopping to type 'I think I saw an infilt-' and getting a knife in the spine.
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Old 2012-07-14, 02:56 PM   [Ignore Me] #54
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Re: Callsigns


When PG are running in massive numbers, we inevitably have someone say 'ENEMY AMS ON ME!' to which I always reply, 'Call out your number' with reference to their squad number on the platoon/squad pane. this is already doable with voip and number/color designations for squad members. in other words, its already standard if people know their color/number.

most of the examples here already fall under standard squad lead duties.
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Last edited by p0intman; 2012-07-14 at 02:59 PM.
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Old 2012-07-14, 09:32 PM   [Ignore Me] #55
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Re: Callsigns


/looks nonplused

I already have a callsign. It's the same one I've been using since 2003.

It's 'Rivenshield.'
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Old 2012-07-14, 09:35 PM   [Ignore Me] #56
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Re: Callsigns


Originally Posted by NoDachi View Post
No.

That belongs more in RP than practical gameplay.
Right, because a war game has no business using military ideas.
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Old 2012-07-14, 09:38 PM   [Ignore Me] #57
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Re: Callsigns


Originally Posted by Baneblade View Post
Right, because a war game has no business using military ideas.
'war games' are not even war games. They're pastiche of war games.
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Old 2012-07-14, 09:39 PM   [Ignore Me] #58
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Re: Callsigns


Originally Posted by Baneblade View Post
Right, because a war game has no business using military ideas.
Some of them sure, but expect to get made fun of when someone hears you calling out your Whiskey Tango Foxtrot nonsense...
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Old 2012-07-15, 12:30 AM   [Ignore Me] #59
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Re: Callsigns


I gotta agree with these people. You choose your callsign when you make your soldier. It doesn't make much sense to have a callsign on top of the callsign you chose. There will be more than enough HUD and map indicators to let you know all you need to for gathering info.

As far as giving orders, just use the callsign the person chose when they started the game. That's what they're used to responding to...
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Old 2012-07-15, 12:34 AM   [Ignore Me] #60
Kran De Loy
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Re: Callsigns


Originally Posted by GreatMazinkaise View Post
Some of them sure, but expect to get made fun of when someone hears you calling out your Whiskey Tango Foxtrot nonsense...
Yeah, this.

As for VOIP I seriously hope they put in an effective ignore system before they allow for a localized VOIP system.
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