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2013-02-23, 01:48 PM | [Ignore Me] #1 | ||
First Sergeant
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This seemed to have caught some attention on Reddit, so I thought I'd post it here as well. (thread: http://bit.ly/ZqmsRh)
I think with these commander/officer-like customizations coming in the foreseeable future, this warrants a change. But not just because of cosmetics. If Orbital Strikes will be (more than likely) available through command certifications, we don't want every mouth-breather with certs left to spare be able to acquire it. In my opinion, something as important as a Command Rank should have never been available for purchase with certs in the first place. If you are unwilling to work as a leader, why should you get the benefits of a leader? My proposition is to bring back the Command system from the first game, or something that is similar to it. (it doesn't have to be a copy-paste system, just something that is not as freely accessible as it is now) To advance in Command rank, you need to earn Command Experience, which you could earn by:
Note* Platoon leaders will not earn experience for every squad under their command, just their own. Proposition on how OS could function: a combination of being a high enough CR rank and being a platoon (maybe squad) leader, along with some type of special resource. There can be lenience on things like squad beacons and being able to read command chat, making them a bit more accessible. But beyond that, you should have to work for it. These are just a few ideas. What do you all think? Just keep in mind that this is not the only way. If you can come up with a mix of both CR experience and certs, shoot. Also, for those interested in how the system worked in PS1 http://wiki.planetsidesyndicate.com/...erience_Points http://wiki.planetsidesyndicate.com/...e=Command_Rank Last edited by SturmovikDrakon; 2013-02-23 at 05:20 PM. |
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2013-02-23, 02:01 PM | [Ignore Me] #2 | ||
Private
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Yes, please!
Additional Suggested Requirements (for Orbital Strike): 1) A Battlerank of at least BR 60. 2) The character must have participated in at least 1000 base captures and 1000 bases defended. 3) The character must have every Squad Leader certification. 4) The character must be at least 3 weeks old. 5) Using the Orbital Strike must cost certification points to use and 700 units of each resource. 6) The Orbital Strike should have a cooldown of no less than 1 day (maybe multiple days). |
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2013-02-23, 02:06 PM | [Ignore Me] #3 | |||
Staff Sergeant
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When 'Mission' come in, Platoon leaders should be able to set them out and get a little "Command Exp" if it is completed, and just a little more if another squad in their platoon completes it (not the platoon leader's squad). Just enough Command Exp to where it is nice, but not enough to where they spam/abuse it or it is the primary way of advancing. EDIT:: I think the platoon leader should also get some "Command Exp" if their squad capture/defend a territory (however defend is a bit tricky. Maybe a half capped base), something very little, like 1 Command Exp, depending on how hard it is to advance. So for large facilities(biolab, tech, amp) when the whole platoon is there, the Platoon leader could either earn 3 command exp or if each territory that is taken by a squad in the platoon gives 1, so a platoon capping a biolab, the Platoon leader gets 1 command exp. I hope this is clear as I know it sounds confusing. Let me know if I have to explain it better. Last edited by BIGGByran; 2013-02-23 at 02:15 PM. |
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2013-02-23, 04:07 PM | [Ignore Me] #5 | ||
Captain
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Something bothersome about command stuff in this game.
Back when PS2 was announced and a few of the what about PS1 would you like to see changed? A huge consensus was that CR needed to be earned, and needed to be actively kept. That getting CR5 and the benefits from that were too easy and cheap to get in PS1 and that PS2 needed a better system that took more effort to become a commander and get command ranks. Then come to find out you just spend a few certs and gain command abilities? Really? I guess all we can really hope is that the initial command abilities and titles were cheap and easy since the game was new and wanted to be able to quickly give some command abilities to everyone so those that really wanted to work towards it could start right away and that moving forward it will become harder to earn more CR and attached abilities? |
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2013-02-23, 04:25 PM | [Ignore Me] #7 | |||
Lieutenant Colonel
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Those requirments are really dumb for the most part. 1 BR 60 - this is fair 2 1000 caps and defense - DUMB it will encourage more whoring and less smart strategic play. 3 All squad certs - DUMB - some of those are fairly useless. Especially some of the colors for the 8% of colorblind players. 4 three weeks old - this is fair. 5 high resource cost - this is fair 5 long cool down - I like this but its DUMB - its not worth the effort to add in this case.
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Wherever you went - Here you are. |
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2013-02-23, 05:19 PM | [Ignore Me] #8 | |||
Private
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3) This has nothing to do with usefulness. This was suggested to add some form of leadership progression using what is currently in the game. It may be a good idea to require 100% Squad Leader certification completion before being able to progress through a Command Rank system. 6) There will be considerably more people with access to the OS in PS2 than had it in PS1. There needs to be a longer cooldown than what was in PS1 so as to prevent frequent/constant spamming of the OS in battles. Anything less than 12 hours would be too short, in my opinion, but I still suggest a 24-hour cooldown. Of course, this is assuming that the PS2 OS will be as powerful as the PS1 OS. The cooldown time should be considered based on the effectiveness and damage of the OS. It could be a low cooldown time if it is fairly weak. Altogether, those suggestions were centered around the idea of preventing OS spam and to prevent easy access to the OS to new characters and players. Only experienced players should have access to this, in my opinion. It's nice to see constructive feedback rather than simple insults. [sarcasm] Last edited by TestyVenom; 2013-02-23 at 05:24 PM. |
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2013-02-23, 05:26 PM | [Ignore Me] #9 | |||
Master Sergeant
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I added no formatting, but its a good read, according to people on the roadmap.
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2013-02-23, 05:32 PM | [Ignore Me] #10 | ||
i would like the orbital strike to be based on a squadleader timer.
you can only fire it, after you were the leader of a squad for at least one hour. this would prevent permanent commander swapping if leading a squad is necessary to fire an orbital strike (and this should be a necessity because only a commander on duty should be able to send commands to the orbital satellite)
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-02-23, 05:33 PM | [Ignore Me] #11 | ||
Captain
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Saying an IDEA is dumb is not the same as a simple insult. You're Dumb. Is an insult. The idea is dumb. Is just a statement of opinion.
I'd rather see gaining OS ability tied to actions that meant you actually leading a squad. Some kind of command experience that had nothing to do with BR or time in game or investing in squad certs. Gaining these points would be made in a way that would probably take care of all of those other suggested requirements that really only have to do with time in game rather than commander's actions. BTW... who thinks that a VAST majority of the OS's in the game are going to be on the crest of the hill between the Crown and X-Road Tower? Other than that, as fast as AMS's go down, and without the same choke points I don't really see OS's being as useful as they were in PS1. If they start getting spammed all over the place I certainly can see them getting annoying. I'm fine with an 8 or 12 hour CD. 24 hours is way too long. |
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2013-02-23, 06:47 PM | [Ignore Me] #12 | ||
Major
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I don't think this is a good idea. Access to squad leader abilities shouldn't be based on how often you lead a squad, because that just leads to people trying to whore squad leads at any opportunity.
What if you have an outfit that likes to run tight squads with lots of qualified people who take turns leading? You're going to have a really hard time getting them leveled to have the proficiency. Why are people who are highly organized less deserving of leadership perks than people who just run public squads all night? Squad abilities should be restricted by how many people you are leading at the time, that way you don't have the issue of people making a mass of 2 person squads just so they can have more leaders on the field, and you actually make getting a powerful ability contingent on what your squad is doing. Hey, maybe Squad powers could be given out similarly to how CoD does it, except instead of basing the points on the individual player it's based on the whole squad. Your orbital strike tool just counts up the (unmodified) XP earned by your squad and grants you access to the strikes accordingly. Let's say 30000 XP buys an orbital strike, then if you lead a squad of 3 or 4 people and you're just doing a bit of back capping you won't get orbital strikes very often because you're just not in a huge battle that warrants a battle station going overhead, but if you lead a squad of 12 or a whole platoon in the middle of a huge battle with XP rolling in like crazy you'll get a strike pretty fast. Last edited by Rothnang; 2013-02-23 at 06:54 PM. |
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2013-02-23, 07:06 PM | [Ignore Me] #13 | ||
First Sergeant
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Devs already said that the OS in PS2 will be nothing as devastating as the OS in PS1. Its going to be a long CD with maybe resource cost that every player can acquire.
The problem isn't CP costs or resource cost, nor is it a problem that non-command players can/will have access to it. The problem lies in its spammability for large outfits that can use CD rotations to have this up endlessly. And this thing will be spammed. |
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2013-02-23, 07:28 PM | [Ignore Me] #15 | ||
First Sergeant
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I certainly fall into the category of concerned players highlighted by Dkamanus's post - it shouldn't be something every Tom, Dick and Harry can get his hands on; it has to have it's own CR structure, BR level restrictions are quite meaningless I feel as they currently stand.
I like the solution he has presented as well - in response to Rothnang why not revamp how the squads are managed; so for example if someone is the platoon leader he can dictate via interface if the accruing CR points go to another individual in that squad but by default they're set to squad leader - this allows others to lead but outfit rotations to happen as well? Edit: personally I think it's too early to add things like OS the reason being for the lack of structure and at times complete chaos (without getting into the whole for/against lattice of hexes or whatever system argument here) - I think the game needs time to build the systems it has and get firmer roots before adding big new toys. That's just my personal outlook. Last edited by Carbon Copied; 2013-02-23 at 07:36 PM. |
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