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Squads and Firefights - More Details

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Hello everyone, it has been an exciting week for all of us working on Rising Storm 2: Vietnam with the recent launch of the Steam store, community and the reveal of the first core features. Today we are going to build on that, based on questions we have been reading from the community. Keep in mind these are works in progress and subject to change as we iterate with the systems and find out more about what works and what doesn
     
    I like it so far.

    I hope SL's can also kick members of their squad, and if you're not in a squad, your role choice is extremely limited. Make it no fun to not be in squad, and people will choose to be in one. If you don't cooperate with the SL, you get the boot.

    Griefing will happen, but what I often see in Squad is that the idiot often gets quickly kicked and if that idiot happens to be the SL, everyone bails and sets up another squad, leaving him alone. The end result is the same, a lone wolf limited to a boring kit who can't have much impact on the match or have as much fun.
     
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    Question for live stream

    1. More specific release date if possible?
    2. What is the exact role the helicopters play in the game? Do they serve as a transport as well as a new form of air-strike, or are they air-strike only and serve no function of transporting troops?
    3. Will napalm be in our arsenal?
    4. What locations will be featured in the game?
    5. Will there be pilot-able vehicles within the game? Heli/tank?
     
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    Hello everyone, it has been an exciting week for all of us working on Rising Storm 2: Vietnam with the recent launch of the Steam store, community and the reveal of the first core features. Today we are going to build on that, based on questions we have been reading from the community. Keep in mind these are works in progress and subject to change as we iterate with the systems and find out more about what works and what doesn
     
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    I loved the fact that there wasn't much choice about the squad system in RO2 and RS1. Because that FORCED people to play in the team as a whole and made it difficult to split into small groups of friends which would destroy the overall teamplay.
    The problem with the old system is that no-one actually felt like they were part of a squad and since the majority of RO2/RS1 maps featured a single active objective at any given time (or two in close proximity), basically the whole server was playing in the same area anyway, so squads were irrelevant.

    That's something that the community has expressed (for many years) a strong desire to see changed, so that's why we've worked so hard on gutting the old squad system and building a new one with features to try and incentivise actual squad play rather than every man for himself.

    I hope SL's can also kick members of their squad, and if you're not in a squad, your role choice is extremely limited
    SL's can kick members of their squad, or if they decide they don't want to be in charge anymore, they can promote another member of the squad to the SL position in their stead. We have opted (at this point anyway) not to punish people who choose not to play in a squad and instead, want to provide strong incentives for squad play. More carrot, less stick. :)
     
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    I think I'm really going to like these changes. As poor as the original system was, it was still one of best parts of the game to me.

    How will role distribution work?
    how many squads?
    What's to stop some essentially wasting a sqaud and not letting people in? Giving the SL more tools if they have a certain squad size, is good incentive. But what if they a just being a troll, time for vote kick?

    Could a player be in a situation with no open squads to join an no abaility to make one?
     
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    I'm very happy to hear the direction you are heading.

    We have opted (at this point anyway) not to punish people who choose not to play in a squad and instead, want to provide strong incentives for squad play. More carrot, less stick.

    I like to think of it less as punishment and more as less carrot. I'm sure you're aware, but their system allows someone to play outside a squad, but only as a rifleman. And since they aren't in a squad, they also lose access to squad specific spawnpoints. This prevents the valuable specialist roles like sniper & MG from playing solo, and not in support of their squad mates.

    It works well at providing incentive to be part of a squad.

    Since many players in the current community don't care much for team points and are only interested in their k/d, if the first ones in can grab any role they want, I'd be afraid of seeing a team with one or two squads of friends or clanmates and the rest independents doing whatever they want like it is now.
     
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    I really hope that after you provide squad locking option, you will provide the ability of infinite number of squads to be made because I have bad memories from BF for example where douchebags locked their squads so they can play only with friends and the problem was that some times ALL squads were locked without even being full.....
     
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    Question for the stream:
    What kinds of things have you thought about to increase ease of use in terms of being able to mute mic spam or vote kicking (or in general)?




    For me, in RO2/RS, some of the most difficult things to do were muting someone on microphone who was spamming, or vote kicking. For example, I would see someone spamming music. I go to the communications section and I would scroll to find their name and the list would reset and I would have to scroll again. Sometimes people's names would not even show up on the list. I think later some of these issues were addressed? But the fact that I had to do several clicks to go to a different page and scroll around was not straight forward enough.


    Having a system where the user can interact directly with the scoreboard and click on a microphone icon next to their name (or the name of the player themselves), or even in the squad listing (a separate listing from the team scoreboard), which would then bring up options to "mute player", "initiate votekick" etc. would be welcomed.
     
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    Regarding squads I feel there should be some sort of incentive to join and STAY with your squad/squad leader after spawning, and more of an incentive than just points.

    Perhaps increased suppression & worse suppression recovery if you're too far from the squad/SL? Maybe make it so that it increases proportionally with distance after a certain threshold, so that a squad can have a fairly loose set-up (50 or more meter radius from their SL), but increase at a certain rate after that, so that you aren't as effective if you're not in the radius. Seems alright to me for simulating the pretty pants-filling feeling of being isolated from the squad in the jungle, heh. Also wouldn't be bad if the battlechatter system ingame was edited so the Sarge started shouting some classic 'return-fire-you-maggots' lines once the squad is being suppressed.

    That would also provide the dilemma of whether the SL will lead the assault element so that they are more effective or have them assault on their own and guide the fire of the support element so that they are more focused, e.g.
     
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    Perhaps increased suppression & worse suppression recovery if you're too far from the squad/SL? Maybe make it so that it increases proportionally with distance after a certain threshold, so that a squad can have a fairly loose set-up (50 or more meter radius from their SL), but increase at a certain rate after that, so that you aren't as effective if you're not in the radius. Seems alright to me for simulating the pretty pants-filling feeling of being isolated from the squad in the jungle, heh. Also wouldn't be bad if the battlechatter system ingame was edited so the Sarge started shouting some classic 'return-fire-you-maggots' lines once the squad is being suppressed.

    That would also provide the dilemma of whether the SL will lead the assault element so that they are more effective or have them assault on their own and guide the fire of the support element so that they are more focused, e.g.

    Yes, that is a good example of a incentive.
    Another thing that can be done is to tie small rewards to score. For example, each time you've gained X score, you spawn with an extra nade/ammo... As operating in your squad leads to more score, it also leads to extra goodies along the way.
     
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    Except as a SL you might want to split it up depending on how the roles are allocated. So, send the sniper off on a flank, leave an mg in an overwatch/suppression position while you advance, break into two fireteams, whatever. It's not just about keeping together physically, it's about coordinating together.

    I don't feel points do that much as incentive, did anyone ever stick around the TL or your SL so you could get extra points for defending them? Nah, you either stayed close because it made sense to or by coincidence.
     
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