![]() |
![]() |
|
#1
|
||||
|
||||
|
As you can see in this thread I think RO2 has a fair ammount of unused potential when it comes to teamplay. One of the main reason I think is because getting some teamplay going is not as easy as it should be. So here are some ideas how we could improve teamplay by changing stuff in the current command system.
1. Join a squad not a class. I think this is a pretty easy thing. When you join a server, or when a map is starting you dont see the normal role menu. Instead you see the squads and you join a role by clicking on the role slot inside a squad. Beside this I would like to see a few color changes in the scoreboard. Commander is highlighted in yellow. Squad Leader in blue. Squad members in green. I think this weill help a bit keeping players aware that they are actually in a squad. Right now you usually have no real idea who is inside your squad exept for the squad leader. 2. Tactical Map. I was never really a fan of the current command system that we have in RO2. It is a bit uncomfortable to use and also a bit limited. What I would like to see is a simple but hopefully effective system to coordinate your team over a system that works with the overhead map. It could look like this: In this case the commander can select one or several squads etc. and give them specific orders. My suggestion is that if if he is right clicking on a point on the map a small meni is opening where he can select orders like, attack, defend, move, hold etc. If he is clicking on something like a capture zone a left click should give a context sensitive order. As a example if is is a zone held by the enemy and you left click on it you give out a attack order. We should also have something similar for squad leaders. This is pretty much the same thing but only on squad level. 3. Points. While I dont really care much for points a lot of people actually do and I dont really blame them for doing it. I would actually like to see more point rewards for Squad Leaders who do their job. Squad Leaders should get points for stuff like this: 1+ Assist by artillery kills from a artillery strike on your artillery mark. +5 If a objective is captured that you ordered your squad to capture while members of your squad were inside it. 1+ For each kill that a soldier of your squad made out of a objective area that you ordered them to defend. Those numers are pretty much just examples and probably need some tweaking. Could be done by a community made mutator or by Tripwire. ![]() What do you think? |
|
#2
|
|||
|
|||
|
One great game that springs to mind when it comes to commander interface is Natural selection 2, where the commander plays the game like an rts, surveys the battlefield from a top down perspective (and sees only what his players see of course.) builds structures and issues orders which are then clearly relayed to the players in form of waypoints and such.
Teamplay is IMPERATIVE to have a good game and is usually on a far greater level than most games, bar the free weekend that is currently going on, naturally (if you haven't, try it out, it's really a great game)Would be quite nice to have something like that in RO2 but I don't know if that's really feasible. |
|
#3
|
|||
|
|||
|
Yay for improving teamwork and squad play. Another yay for referencing a thread/guide I posted. One last yay for changing the way the game is played.
__________________
|
|
#4
|
||||
|
||||
|
Well NS2 is a (very good) mix between FPS and RTS. RO2 does not have to become something like this. However I think we would see more coordinated teamplay if it would be easier to organize things.
|
|
#5
|
||||
|
||||
|
great suggestions, but if points should be awarded for issuing orders they should also be given for following them (capping/defending a zone you are ordered to)
__________________
![]() If I see any of you dogs dying with an unused smoke grenade, I will rape his corpse! |
|
#6
|
||||
|
||||
|
Good suggestion! (3 is of lesser importance to me).
__________________
aka Wakke |
![]() |
| Thread Tools | |
| Display Modes | |
|
|