Re: Forcing Squads

Woo! 9 pages!

I agree with Talon, Canadians, and Zyth, in that players SHOULD NOT be forced into squads. You can make them join, but you can't make them listen. And we don't need people leaving cause they don't like being in a squad. Noobs are better then no one. But I do agree we need to focus toward a teamwork orientated audience. Since this is a star wars mod, a majority of the people are just going to want to play around in the SW Universe and be a Jedi. Those ind of people wont really understand this mod. Bottom line, no forcing playing into squads.

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Re: Forcing Squads

So Zyth, you have more fun without droids,gadgets and the extra spawn point? Specifically because they are not there?

And I only said that you could just make one and lock it for the hardcore lone wolfers that MUST be by themselves. I didn't say everyone would do it.

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66 (edited by Canadiens1160 2008-05-28 01:27:10)

Re: Forcing Squads

There are usually two or three players out of twelve per side, from my experience, not in squads.  This is a bigger issue than you guys are making it.

I stand by my opinion that forcibly kicking someone from a map for doing nothing wrong is phucking retarded.

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Re: Forcing Squads

I've gotta say no. I think i mentioned this a few times before, but i honestly think that you ought to let players go out on their own, but its just plain OBVIOUS that being in a squad yields rewards, so if a player decides to go out on his/her own, its their loss, because it would have been a lot better being in a squad. On the other hand, if you FORCED them to join a squad, that could A: toss them into a squad with a bunch of people they don't like, and it ends up with a big huge chat-spamming fight. And B, nobody likes being forced to do anything, and the oppressive rules, especially actually getting KICKED for not joining a squad, would just subtract from the player base because of the hatred of those rules.

Curses, foiled again!

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68 (edited by FSDev| TALON 2008-05-28 04:21:54)

Re: Forcing Squads

Exactly.

I don't think there is really any point to this thread continuing. I'm positive we'll not be moving forward with this Forcing Squads idea, the negative feedback is pretty conclusive.

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69 (edited by Alreech 2008-05-28 06:34:11)

Re: Forcing Squads

O.k. seems to me what most opinions are against a Squad less Kick Script, but many also think it hurts the game play when the players don't join a squad.

So how about a reminder script ?
Parts of the kick script could be used to send squad less players a message tell 'em:
"Join a squad to..."
"...get access of your full equipment"
"...spawn by your Squad leader at the frontline"
...

About forcing the officer Class:
I like the officer class. But after i set up the Spawn beacon and the Heavy Blaster, i tend to respawn the next time as Assault, Medic and support my Squad in the assault or as Support or Heavy to secure the spawn beacon with mines, ammunition or a shield.

IMHO it's the benefit of the Spawn beacon what you can fight as Squad leader after it's deployment and must not hide you.
Forcing the Squad leader to stay away from the fight and hide because he has only a pistol would IMHO embrace more players than a kick script for squad less people.

(One of the things i dislike in Forgotten Hope 2 is what you must hide as Squad leader... it's one of the reasons i don't play this mod.)

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Re: Forcing Squads

I'm carp with the officer kit, but if I'm squad leader I dont like to swap to another kit, just in case we need to move that beacon up or someone needs an ammo crate or bacta in a hurry.

It's better to play in a squad, but forcing it will hurt the mod and put new players off, a reminder script should do the trick and commander hurling yellow abuse every few seconds. try also inviting people. Some won't join squads becuase they think it's just for clans or people taht play together often. It's also off putting when people kick you because you did something or had the wrong kit.

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