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2013-07-31, 10:02 AM | [Ignore Me] #1 | |||
Second Lieutenant
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http://www.reddit.com/r/Planetside/c...and_structure/
open in a new tab to read it better
Last edited by Phantomdestiny; 2013-07-31 at 10:05 AM. |
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2013-07-31, 10:13 AM | [Ignore Me] #2 | ||
Contributor General
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My problem with nearly every commend structure suggestion I see is that they don't recognise game aspects that don't translate from real world experiences.
Firstly the existence of autonomous outfits and the zerg. Each has their own motivations that govern their actions. Secondly players cannot be disciplined like soldiers and consequently the command structure cannot be as regimented. With respect to this article he does identify a real issue that has carried over from PS1, the stress that leading can have - leading to burn out. Anything that will help with that is useful and I must admit that when I was watching the development of PS2 prior to beta I did imagine we would get a more 'complex' structure. However, for me the main problem is what happens above the level of platoon, namely empire-wide direction. |
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2013-07-31, 10:23 AM | [Ignore Me] #3 | |||
Second Lieutenant
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2013-07-31, 10:24 AM | [Ignore Me] #4 | |||
The closing remark to your post would be - the existance of pure ranks without any benefits to them only complicates things and makes many things senseless. (BRs in PS1 vs BRs in PS2, anyone?) A good example of a good command rank structure from PS1 SL CR0 - Squad EXP Point, /sl chat SL CR1 - Wapypoints, access to CUD, small-area CR-specific /command chat SL CR2 - Reveal Friendlies, small-area CR-specific /command chat SL CR3 - EMP, small-area CR-specific /command chat SL CR4 - Small OS, small enemy reveal, continental CR-specific /command chat SL CR5 - Large OS, large enemy reveal, global CR-specific /command chat, Global and Continental Chats This is a command structure built with civilian mindset in mind. As you can see, it gives chats, but to avoid it being just "ranks for the sake of chat, it alsoprovides specific options for command. I'm not talking about the options themselves here, I'm talking about complicated command structures being unnecessary. Last edited by NewSith; 2013-07-31 at 10:25 AM. |
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2013-07-31, 12:18 PM | [Ignore Me] #5 | ||
Sergeant
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The default PS2 command structure has to default to the lowest common denominator. The current systems does this OK now, not great but its ok and gets the job done.
You cant use a 100% miltary system when there are zero penatlys for non conformity and anyway LittleJohnySoldier had to go have his Dinner, his mum said so. In a GAME of this size we dont need the 4 or 6 man fireteam concept. That just half a sqaud simple, no need to make it more complex for everyone. Some outfits allready run fireteams internaly. This works great for them and doesnt need any more input. My experience in PS2 is that people allready try and overstretch there resources. Expecting 1 squad to hold down 3 areas at 2 different bases for exmple. At the top of the tree. If your allready running multiple platoons, you should allready have a group of people who do and are willing to lead them. Deciding to go all balls deep on one target or split your forces and do multiple things is your own command decision. Above that you have leader chat that allready allows you to communicate with every outfit and SL/PL on the server. The 1 issue I see time and time again has allready been mentioned by ringring, burnout. Here the burden lies on the comander as much as it does SOE. It takes less than 60 seconds, to decide its time to log off, or just let someone else take point for a change. The PS1 command structure was simple and effective but it was easily abused. It was easy to get CR without performing any leadership tasks at all. A peer voting system stands no chance of working either. Too many trolls and too many brown nosers. |
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2013-07-31, 02:46 PM | [Ignore Me] #6 | ||
Major
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Although PL burn out is a huge problem in this game, this proposed system is just way too complicated for the average player that just wants too shoot stuff.
There's an argument to make for shrinking platoons to 30 man though as I consider this the maximum amount of players that can sit in one comms channel before it becomes too noisy. The whole NCO layer needs to go though. Nobody wants to lead in the current game so forget it about ever fulfilling all these NCO roles. |
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2013-07-31, 02:59 PM | [Ignore Me] #7 | |||
Second Lieutenant
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2013-08-01, 07:59 PM | [Ignore Me] #8 | ||
Staff Sergeant
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Most organized outfits do this internally already, with the help of 3rd party voIPs and whisper lists. The people who desire this level of organization are the same people who actively seek out these outfits for that very reason.
There's no reason to overcomplicate an already immensely complex game for the casuals by forcing military style partitioning down their throats. The current platoon system is cumbersome and limited, but it's easy to learn and does an adequate job. It's fine as is. If we lack anything, it's an easy and convenient way for platoon leads to effectively communicate and coordinate with each other. Leader channel is more often than not a shouting match of 20+ disparate voices or dead silence. A simple tactical map separate from the standard map, where leaders could visually represent their group with an icon and/or outfit tag and it's intended movements would help other leaders plan their own movements. More than anything, we need a replacement mechanic to take the function of an actual single person acting as "faction commander", and for God's sake actually reward leadership with xp. |
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