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Old 2011-12-13, 03:17 PM   [Ignore Me] #16
Xyntech
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


Originally Posted by Trolltaxi View Post
A more simple method: A squad leader may mark other existing squad leaders and platoon leaders as his - well, not commander, but let's say "advisor".

The missions designated by these advisors wil be visible for him too and if he decides to forward it to his own squad/platoon, he is free to do it.

Maybe the advisor status would require the approval of the advisor to prevent any form of "spying".

They may even have a one-way chat-channel so the advisor could share his idea in depth with all the squad leaders following him (but no way to talk back).

The squad leader could turn on/off the advisor missions, and he can pick as much advisors as he wants. There is no limit how much followers an advisor may have. Everyone would have a 'favorite advisors' list too so outfit mates, or members of allied outfits (often working together) would have an easy to use tool to coordinate.

Note, that this system is based on free will of all participating. It won't force anyone to bother with targets that he isn't agreeing with. It won't make a global commander by definiton, but the skilled leaders will have a much larger pool of manpower acting mostly as a team. In case we will have too much maxed out leaders who keep adding more and more missions to your map, this system will still make it viable - you simply ignore those commanders that you don't want to follow. Just think about CR5 chat, everyone is yelling their ideas, making it more of a nuisence than a tool.
I like this. It's sort of like voting, but it's practical voting, not voting that can really be rigged.

Any individual could pick as many advisers to follow as they wanted, and someone else could pick completely different advisers.

Great idea. It would help filter out the good commanders from the bad. Opinions will vary on who is good or bad, and individuals can personalize their selection accordingly.
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Old 2011-12-13, 03:48 PM   [Ignore Me] #17
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


Originally Posted by Crator View Post
I thought the idea of the mission system was to help new players that don't know much about how the game works. It will lead them to the appropriate locations to play the game. If everyone can put up missions, even ones that don't make any sense, how would the system help the new players then?
Well automated missions generated by hotzones are simple enough and if you want them to be player generated then "Only people that care" = people that put time into the unlocks and then the 'default view' of the "mission manager" could have a selection of missions from the highest rated people (ratings being derived how many people follow thier missions and maybe their succsess rate).

Good designers can easily solve problems such as that, its the human element you can't solve.
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Old 2011-12-13, 04:51 PM   [Ignore Me] #18
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


It's times like this I want to post the mockumetary from my high school about the student body president who won two years in a row despite not existing.

GOOD TIMES.
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Old 2011-12-13, 07:07 PM   [Ignore Me] #19
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


so far from what I have read,players will be able to generate missions,
now if this gives me the ability to post a mission that requires one squad to scout one of our bases that is hacked(the sort of thing that used to be cont-all'd by lazy CR5's)and if a squad decides to accept the mission I can see that on my display and then that squad would receive bep/cep for completing that mission and I would get cep for a successful mission.

its a rough draft but it would work and i think thats the way PS2 is going.

I have played PS for a long time and all I played for was the ability to tell ppl what to do(shit I couldn't kill anyone LOL)and never had any problem finding enough ppl to boss around the map

if you want to lead ppl around you should be able to start up an outfit or join an existing one and start leading a squad,once you start running ppl over others will notice,once they start sending you tells asking where to next? you know you are on the way.

now there a shitload of mind tricks and games you can run on vent/mumble/ts that set up the necessary 'Us VS. EVERYONE ELSE" dynamic that is needed to keep up unit cohesion,I know it sounds crazy but I have been a foreman/superintendent on construction jobs for the last 32 years and thats what works there and it works playing a friggin game LOL

I was always amazed that 60/70 ppl would pay a sub to have me yell at them all day and they did it for years.
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Old 2011-12-13, 09:13 PM   [Ignore Me] #20
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


You need leadership in any organized structure. Whether that be a corporation to a small business or an army. If not, everyone goes in different directions according to what they think is the best way...
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Old 2011-12-13, 10:22 PM   [Ignore Me] #21
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


No voting.
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Old 2011-12-13, 10:36 PM   [Ignore Me] #22
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


Agreed.

It's far to exploitable by asshats and large griefing outfits.
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Old 2011-12-13, 10:58 PM   [Ignore Me] #23
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Re: Simple and Balanced Global/Supreme Commander Leadership System by inigma


Democracy has no place in reality, virtual or otherwise.
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