[Suggestion?] Teamwork Incentivations

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

CrisM1

FNG / Fresh Meat
Aug 13, 2011
199
38
0
Pulsano
To ensure best teamwork i'll suggest those kind of bonuses that will naturally incentivate it

+ Teammates spawning on you ( if you teamkill a teammates he wont give you any bonus for spawning on you preventing farming ). This will make squadleaders to be more and more carefull motivating them to stay a little behind enemy lines and think twice before rushing.

+ Assist kill for a good artillery marking. This will reward with some little bonus a good marking

+ Orders bonuses for all. If you give a kinda of order to attack or defend any kind of location and will success this will give bonus for leaders and commanders to reward their decision and even teammates with a bonus for listening their leaders' orders. A bonus if 2+ teammates will follow movements orders too

If someone got an idea i' ll stick it in the first post :D

added later:

by Hellcat420
+ squadmembers within 30ish meters of the squad leader got a small bonus from all kills/actions of the squadmembers who were also within the range of squad leader.
 
Last edited:

duhsveti

FNG / Fresh Meat
Aug 3, 2011
70
15
0
Croatia
All great ideas. Also accepting or denying orders should only be available to squad leaders, not the grunts.
 

hellcat420

FNG / Fresh Meat
Aug 23, 2011
60
86
0
mag had some nice incentives for working with your squad. my favorite was all squadmembers within 30ish meters of the squad leader got a small bonus from all kills/actions of the squadmembers who were also within the range of squad leader.
 

CrisM1

FNG / Fresh Meat
Aug 13, 2011
199
38
0
Pulsano
mag had some nice incentives for working with your squad. my favorite was all squadmembers within 30ish meters of the squad leader got a small bonus from all kills/actions of the squadmembers who were also within the range of squad leader.

what's mag ?
 

crockett

FNG / Fresh Meat
Jun 7, 2008
105
13
0
Sometimes teamwork just doesn't pay off..

After being TK'ed on some random server 4 times in a row I decided to call artillery in on my own team attacking the next objective. Was rather funny hearing one of them realize what was about to happen only to say "stop the artillery" about 2 seconds before I saw his name up on the death count.

Sometimes it just has to be done for the "team".
 
Last edited:

CrisM1

FNG / Fresh Meat
Aug 13, 2011
199
38
0
Pulsano
Sometimes teamwork just doesn't pay off..

After being TK'ed on some random server 4 times in a row I decided to call artillery in on my own team attacking the next objective. Was rather funny hearing one of them realize what was about to happen only to say "stop the artillery" about 2 seconds before I saw his name up on the death count.

Sometimes it just has to be done for the "team".

that's kiddish griefing i guess
 

MadTommy

FNG / Fresh Meat
Oct 13, 2008
301
143
0
Anything to promote teamwork should be encouraged. It is the one area i feel is lacking presently.
 

Nimble

FNG / Fresh Meat
Jul 5, 2011
80
16
0
*CLASSIFIED*
Nice Ideas but...

Nice Ideas but...

ok, these are all really cool ideas, and i like most of them, especially with the orders of the squad leaders because i hate it when i am a squad leader and not a single person is listening to me...Especially frustrating on Grain Elevator but there is already a thread about that.

But what I don't really like is that squad leaders get points for letting people spawn on you. I think that would make squad leaders cowards who are afraid to get in the fight. I personally think that squad leaders are supposed to be those directing the troops, and they can't really do that if they can't see what is going on. If you have them just a little in the back. just enough so they won't be suppressed (because i think you can't spawn on them if their suppression meter is low) but they should still be watching the flanks of the squad and supporting the Machine Gunner and directing the fire of the squad.

I believe that many players will try to get squad leader just for easy points, where they would lie prone somewhere where they won't do much good except for a new spawnpoint for the meatgrinder.
 

mchaza

FNG / Fresh Meat
Aug 2, 2011
302
59
0
Melbourne, Australia
I guess it's that console game that bombed hard. It's major marketing point was it had like 500 ppl in one game at one time.

sold a million units and offered 256 players at once with some amazing netcode that resulting in hardly any lag what so ever.


First things first, need a clearer indication on who is in your squad and who is the squad leader.

Next is have it that you can only spawn at spawn point x which is your squad spawn point, this will make it easier to know where your buddies are.

Next would be to have more reward for moving as a team, a teammate next to you gets a kill. You deserve a reward as well for covering him.

Another feature would be a easily available indicator/placemarker where you want your team mates to go, so point and press a button to say go here. If thats not in the game and haven't found it.

more over the top would be to only mark on screen indicators one objective that is associated with your team, while the other objective can be taken by this squad and members rewarded it would encourage people to attack that objective that is clearly marked out. Maybe having that under squad leader control, meaning what they mark will show up clearly on UI and Map while the others aren't except for the map.
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
Working as a team just doesn't exist atm on public servers.All I hear in voice is people cussing others for w/e reason.Give the game time as clans get going and the cod noobs go on the the nxt game you will see more team play.

That's what I love about RO it being a unique realism game over time it gets a cult following.I have tried to "follow the SL" but only a few times I have seen him even around the objectives defending/attacking.

Nothing frustrates me more than spawning in on SL and they being farther away from the cap than the spawn.As a long time RO player I have little patients for this.I just don't understand why people can't grasp the fact that in TE,CD its all about objectives.

So for now I don't team play when their being retards.If im in the cap I will cover support others doing the same.I am not going to spawn in to cover a SL/team so they can camp the spawn 300m from the objective.
 

Krazyxazn

FNG / Fresh Meat
Mar 23, 2009
407
117
0
what's mag ?

The only FPS game I've ever considered and enjoy playing on the console. Dedicated servers, big maps, supports up to 256 player battles, player progression, player/weapon customization, team objective oriented combat, and its dirt cheap to buy now ($10-20).

===========

Back on topic now. MAG has a fairly good leadership system. You need to be a certain rank before Squad Leader position unlocks. You are placed into a priority queue with other players who may also want that position (higher ranked player gets it).

Squad leaders have in RPG terms Auras/AOE bonuses/buffs. Squad members nearby may get things like faster objective capture or faster sprint (similar to Heroes with lower suppression effects in RO2).

They also offer similar systems and bonuses to the platoon leader and officer in command leadership roles.

==============

In BF2, when a squad leader or commander issued an order it drew a line from the player to the order. In RO2 it just draws a circle around the order location. Most times I don't even realize this has happened. They need to make it stand out much better. Doesn't necessarily need to be a line drawn from the player location to the objective/order.
 
Last edited:

CrisM1

FNG / Fresh Meat
Aug 13, 2011
199
38
0
Pulsano
But what I don't really like is that squad leaders get points for letting people spawn on you. I think that would make squad leaders cowards who are afraid to get in the fight. I personally think that squad leaders are supposed to be those directing the troops, and they can't really do that if they can't see what is going on. If you have them just a little in the back. just enough so they won't be suppressed (because i think you can't spawn on them if their suppression meter is low) but they should still be watching the flanks of the squad and supporting the Machine Gunner and directing the fire of the squad..

nope because squad leaders in capzone are 1 man and 1/2

maybe a little bonus if leader are in capzone ?
 

SunKing

FNG / Fresh Meat
Aug 7, 2006
243
76
0
Sacramento
I guess it's that console game that bombed hard. It's major marketing point was it had like 500 ppl in one game at one time.

Actually you are completely wrong.

256 players in a single match. MAG has made a huge profit for Sony and Zipper. The game continues to have an active community, if only RO2 will have that after Bf3 hits.
 

Full Frontal Yeti

FNG / Fresh Meat
Sep 7, 2011
44
11
0
i think the SL should get points for being spawned on, and the squad members(SMs) should also get points for spawning on the SL.

To stop farming, the points should only be given when the SL is with in a minimum distance of an objective or enemy units.

This will encourage the SL to not just go charging in and get killed, but to stay close to the action, and also encourage SMs to spawn on the SL.


I would also like to see either for the SL to be able to boot SMs they feel are not working with the squad.
OR have SMs who spend too much time too far away from the SL or the ordered objective to lose points.

I like that everyone has to be in a squad, but it won't make a difference in team play if they are only there because they have to be and not because they plan to be team/squad playing.

Perhaps players could be not in a squad, but then only score 1/2 points for themselves(not team points) some how.
Maybe everyone starts in a squad as now, but too much time away from the SL or ordered objective would automatically move you out of all squads to a lone wolf position of some kind.
And it's is supposed to be a negative effect on that one player personally but not on the team's score. They are already suffering from that player not working with the rest of the team anyway.

i like incentives to do the right thing, but sometimes a negative enforcement tactic works better. A combo of extra points for team work and a penalty to your points for not team playing covers more bases.