50 (edited by Safe-Keeper 2008-05-27 14:06:41)

Re: Forcing Squads

As for Endor, I do consider it a problem that after taking Tree Village, while you have the choice between taking Speeder Wreck or the Imperial Outpost, only the Outpost is really worth defending as it lets you push on to the Bunker and Lower Woods. The Speeder Wreck gives the Rebels a forward position, sure, but Imperial energy is better spent holding the Imperial Outpost. In my opinion, there should be some kind of incentive to hold the Speeder Wreck CP, either by moving it closer to the Outpost or simply replacing it with a CP centered around the Landing Platform and Tower outside the Outpost (put the speeder wreck static between the Outpost and Tree Village so that Rebels will still come across it, like in the movie). Capture this CP and get the ability to spawn on and in the Landing Platform, as well as in and around the Tower, making it far easier to capture the Imperial Outpost.

Or simply let the Speeder Wreck lead to Lower Woods and the Imperial Outpost to Bunker, then connect Lower Woods and Bunker. The Rebels did bypass the Outpost entirely in the movie, after all, and being given the choice between capping Outpost for AT-STs and additional speeder bikes or moving on to Lower Woods and then Bunker without this added support would add to the strategic factor of the map, in my opinion.

And if Speeder bikes are a big problem... Fix them to not be aircraft and just ground craft as seen in the movies.  I don't recall the speeder chase in EP6 taking place in the treetops or stormtroopers flying over fallen trees instead of crashing into them...

Watch the movie again wink .

It ends up with sitting around doing nothing shooting at dirt spots waiting for the enemy to come.    After they arive you kill them then wait for them to group up and come again, its boring.

Then the Rebels aren't playing it right. They should have spawn beacons outside the Imperial Outpost and make sure the pressure on the Imperials is continuous.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Forcing Squads

Going back to the original question, I think auto-kicking squadless players is a great idea, but give players a couple of minutes to pick the squad.  But far more importantly - kick Squad Leaders in squads of 4 or more that are not officers!  There's nothing more annoying than a Squad Leader that won't use their radars or spawn beacons!  In my opinion you should automatically be an officer class if you're the squad leader (or respawn as one if you find yourself the squad leader by default).  Poor squad leaders are far more damaging than people that go lone wolf!


P.S.  For the record I think both push and non-push (re-claimable) maps are cool as long as there's an even balance.  However, non-push maps should have a much smaller capping radius do encourage defense by fewer players, and to discourage cap-hopping.

http://i231.photobucket.com/albums/ee79/cunningmunki/Rebel_Rank_jpg.jpg

52 (edited by Safe-Keeper 2008-05-27 14:14:00)

Re: Forcing Squads

Yeah, back on topic: after having listened to the arguments, my stance is thus:

- Increase time to join squad from 30 seconds to at least 60. This lets players get "settled in", giving them time to get a proper overview of the combat situation. They can then choose a squad with a bit more insight, increasing the chance that it's a squad they're enjoying.

- Wait until FS has more players. I suppose you're right that we haven't got the player base to pull these kinds of "experiments" just yet. This isn't PR, which has a huge fan base and hundreds of people playing at any given time. I'd say, however, that it's definitely something to consider after R2 or later, when numbers have really increased.

- On your point, munki, if it were up to me you wouldn't be able to choose anything but Officer if you were Squad Leader of a squad of more than 2 or 3 people.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Forcing Squads

I disagree with that last point to be honest, as the Squadleader should be allowed to choose other kits for other purposes should the need arise. When I'm Squadleader a lot of the time I'll be the Officer class, but will change as the need arises, or deploy the Squad Beacon and then change kit next time I die. I think it should be up to the Squadleader and his or her particular style of play to have the freedom to choose what kit he likes as long as he is still providing ample leadership.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

54 (edited by TY2D2 2008-05-27 14:50:58)

Re: Forcing Squads

I disagree about the SL only being Officer class. I often switch back and forth between classes to be the best asset to my squad. Sometimes that's Officer, sometimes not.

Edit: Read TALONs post, I find myself often sitting back as trooper actually, with the radar droid. I am a much harder target to kill than a spawn beacon wink

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Forcing Squads

Heh, me and TY agreeing, well I guess it has to happen occasionally.

tongue

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: Forcing Squads

I agree also, I much prefer to have my sensor droid out and use my assault rifle to help support my guys from a distance than to drop the beacon, I personally dont use the eweb etc very well like woody and a few others do. Not sure what, might be my eyesight, I rely on a scoped gun to get me kills, its also why I suck at flying lol

http://www.fsmod.com/stats/fssig.php?player=FS_BLITZ
Someone tell Bandu Ron Paul won't win!