Just what I have see an excellent video on youtube of Arma2 with 1.500 bots, It's a total immersion
hahaha that's war
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Just what I have see an excellent video on youtube of Arma2 with 1.500 bots, It's a total immersion
And I thought that RO:Ost needed a proper chain of command system even with 50 players >_>
With 50 players you could have at least one platoon leader on each side and three squad leaders. Then each squad could have 8 members, including the squad leader.
What will force players to move in squads instead of independent roaming with random members?
What will force players to move in squads instead of independent roaming with random members?
Nothing. Counter-question: What will force the players now to follow orders? Especially since there isn't any chain of command. Delegating orders was almost impossible in Ostfront, with chain of command it would be more than possible.
Such system wouldn't do any harm.
They will have a possibility to join a leader squad by clicking on him therefore squad leader collects some amount of ppl so those people led by him will definately be willing to listen to his orders beacuse it was their choice to join his command. If there would be 2-3 leaders per team then probably ppl would join more experienced leader if they noticed some leader better than others in a team. But ppl shouldn't be force to listen to commands, it's a still a game and there's a lot of individuals that won't listen just to a stranger cause they not sure if they'll be safe with him or not.
Fine, be stuck with crappy VOIP that doesn't help organizing the team one bit either
I think to get the notion of a squad across is that when you join, not only do you have to select what class you go (rifleman, assault etc) after that, you then go to another similar screen of which you choose what squad you want to be in, lead by the squad leader. Of course the person who chooses the squad leader class doesnt have to choose his squad, seeing as he is the crux of the squad.
I don't live in the USA so there are a lot more populated ROOST servers, but this thread isn't even about Roost, its about RO:HoS.Reality check time, guys.
1, populating a 32 player server in Ost happens about once a week.
This thread isn't about roost aka nobody knows how big or small maps would be. If the game would be designed with a 100 max player amount as a target then there would be maps to accompany that player amount.2, due to original game design, map designs are intended for small player counts. 100 people on a 32 player map means nade spam. Satchel spam. What have you, you'll have it.
Nobody knows at what balance for players the game is made, tbh I personally wouldn't be surprised if twi allowed the max of 64 players on ROHOS. And would make more maps aimed at higher player amounts than currently in Roost. (Sadly for me because the main thing I care for is clan gaming which would mean that smaller maps like the current roost maps would work the best).3, increased player counts equal increased client side processor/memory loads, slowing performance and decreasing the graphics ceiling allowed by most hardware.
Nothing has been shown about the current ROHOS net performance, although I indeed highly doubt that 100 players are within a logical short term possibility with ROHOS. Yet we don't know how it performs currently so its impossible to say what would be the max possible amount of server slots.4, increased player counts increase server side loads, meaning potentially increased processing time for simple requests, slowing response times.
I think something similar however slightly different. Per map depending on the amount of players there are X free squad slots.
Say with 32 players (aka 16 per side) there are 3 free squad slots and everybody can just join/leave whatever squad he prefers. In every squad the players within the squad can vote who will be the squad leader.
Of course with a system like this the squad leader would just be a rank and not a class (you don't want like 8 people calling arty and throwing smoke on a single map). Allowing for instance a squad to be formed of solely rifleman with a rifleman as a squad leader. And a squad of smg soldiers.
The class with the smoke and stuff that is currently the squad leader would be renamed to platoon leader (which doesn't sound too far off especially if you consider that there are reinforcements).
I don't live in the USA so there are a lot more populated ROOST servers, but this thread isn't even about Roost, its about RO:HoS.
Which would have the unfortunate side effect of NOT accommodating player counts significantly smaller than 100 players.This thread isn't about roost aka nobody knows how big or small maps would be. If the game would be designed with a 100 max player amount as a target then there would be maps to accompany that player amount.
64 is a great number. I vote half 64, half 32, or make maps designed to loosely accommodate player counts ranging between 32 and 50.Nobody knows at what balance for players the game is made, tbh I personally wouldn't be surprised if twi allowed the max of 64 players on ROHOS. And would make more maps aimed at higher player amounts than currently in Roost. (Sadly for me because the main thing I care for is clan gaming which would mean that smaller maps like the current roost maps would work the best).
Nothing has been shown about the current ROHOS net performance, although I indeed highly doubt that 100 players are within a logical short term possibility with ROHOS. Yet we don't know how it performs currently so its impossible to say what would be the max possible amount of server slots.