Home » MODDING HQ 1.13 » v1.13 Feature Requests » Feature Request: Dynamic Squad-Leading
Feature Request: Dynamic Squad-Leading[message #333698] Fri, 13 June 2014 17:40 Go to next message
Nasenbaer is currently offline Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
Feature Request: Dynamic Squadleading

The latest Feature provided by Flugente, Dynamic Opinions, inspired me to dig out some old thoughts that could now possibly fit perfectly to the new relationship-values.

First the old thoughts:

With the innovation of the deputy/squadleader-traits, ja2 gained another awesome feature., that improves not only the game mechanics, but also influences the imagination of your group of mercenaries by structuring your employees in a kind of vertical order.
The present feature simulates the effects of experienced

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Private 1st Class
Re: Feature Request: Dynamic Squad-Leading[message #333701] Fri, 13 June 2014 21:53 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
If I may summarise your concept, you propose adding a 'hierarchy' among the mercs. There's is an overall commander, and then sub-commanders (squadleaders) and their assistants (deputies). You propose having these roles not dependent upon the current Deputy/Squadleader trait, but to be freely distributable.
The benefits of the trait would then be moved to the (sub-)commanders, and their effectivity depend on a mercs attributes/personality/(dynamic) opinions/whatever.

- This part can be done... mostly. But choosing the commanders will be annoying. Currently, squads simply exist as a way to group mercs together for easier strategic move. So we can quickly switch a merc's assignment and thus squad. With your solution, you have to reassign the commanders every time they alter their squad/assignment. This would even happen if, say, a squad rests in town and we want some of them to doctor/repair/just visit the neighbouring sector for 10 minutes.
I don't get the armband thingy. I think you want to identify who belongs to what squad, but if I have to look into inventories for that, then I can't easily see who is in what squad - I have to loop over all my mercs to get an idea.

I don't get the second part. Mercs don't give orders ingame. No merc commands other mercs. What kind of command are you talking about?
Perhaps you mean that the squadleader-boni, like +AP per turn, should only be received if the squadleader/commander activates that as a skill? If yes, wouldn't that be annoying? If I have to order my commander to use a skill every x turns, then this becomes annoying. It's not a situational skill - it's a no-brainer that I just have to activate even though I will always want it. It means pressing a key when it is absolutely clear that I will want to press that key, which makes the thing pointless.

I think the third part means that the boni are not simply distributed according to 'boni-giver' and 'boni-receiver' skill, but that one can select who receives what part of the boni. Hmm. Interesting idea, but if I have to constantly order that ingame, I wouldn't bother.

Is that more-or-less what you meant?

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Captain

Re: Feature Request: Dynamic Squad-Leading[message #333710] Sat, 14 June 2014 11:28 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1447
Registered:March 2009
Location: Broadwurschd-City
How about "Individual (=choosen by the player) Chain of command?

With real big trouble if You put one of Speck's, Biff's employee higher in rank than semselves

Or Colonell Biggins quitting for having more to carry than those who serve beneath him.


Or Gaskett going awol due to his Russian/Commi commander

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Sergeant Major
Re: Feature Request: Dynamic Squad-Leading[message #333712] Sat, 14 June 2014 11:45 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
I'm sorry to say that this doesn't make sense to me at all. JA2 is not some tactical shooter where you only control one soldier that gives orders to AI controlled squad members. We directly control each member of the squad so that whole "give commands" stuff doesn't make sense. You can give commands to militia where it makes sense because they are AI controlled.

Next thing is that our squads are so small that in reality they would only have an NCO, usually a sergeant or corporal. If he dies the next highest soldier takes over.
By traits the player can already decide which merc to add to a squad as commanding officer.

I'm against more micro-management because I think we have enough of that already in the game.

So in the end I see this as lot of work with little to no benefit for the player.

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Lieutenant
Re: Feature Request: Dynamic Squad-Leading[message #333713] Sat, 14 June 2014 13:33 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:996
Registered:January 2009
Why not just use your imagination? You could always add items to make it more organised, like medals, hats, ribbons etc...

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First Sergeant

Re: Feature Request: Dynamic Squad-Leading[message #333715] Sat, 14 June 2014 13:56 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
Off_Topic
Why not just use your imagination? You could always add items to make it more organised, like medals, hats, ribbons etc...

Yes. This is part of "role playing" a game. No new system is needed for that.

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Lieutenant
Re: Feature Request: Dynamic Squad-Leading[message #333717] Sat, 14 June 2014 14:41 Go to previous messageGo to next message
Nasenbaer is currently offline Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
@Flugente: Thanks for your precise summarise. It shows me, that i expressed way to vague. And maybe a bit to much at once. I knew, that this one would need an Example, but since i had already written so much, i decided to leave the example out - what was obviously wrong.

Example 1:

IMP John Doe and his two mercenaries Grizzly and Igor arrive at Omerta to find the Rebel-Leader.

John: (ExpLvL 4, Leadership 45, Wisdom 92)
Grizzly (ExpLvl 2, Wisdom 70)
Igor;(ExpLvl 3, Wisdom 83)

As John is the only IMP, he has to be the Misson-Commander and with this the ability to command all other officers and teammembers. Grizzly and Fox are determined to be normal team-members of team red.

When John commands his team, Grizzly and Fox get an AP-bonus of 7 points (4x2x92/100=7,36) which lasts for four turns.

Grizzly needs 26 AP to be commanded (100-(2x2+70))
Igor would need 8 AP to be commanded (100-(3x3+70)) but there is a minimum of 15 AP per merc to be commanded will be counted

John has to afford 41 AP to instruct his small team for the next 3 turns.

The given bonus of 7 AP per merc adds up to 14 AP overall. Since John has 45 points of leadership he has no problems to reach each of his teammembers.


Example 2:

IMP John Doe is accompanied by Miguel (Squadleader red), Howard (Deputy red), Steroid, Barry Norma, Malice, Buns and Luc (all Team red).

Miguel (Lvl 6, leadership 92, wisdom 91)
Buns (Lvl 2, wisom 89)
Barry (Lvl 1, wisom 91)
Howard (Lvl 2, leadership 47, wisdom 77)

While preparing for an attack on their position, they divide in two groups. Howard, Buns and Barry are lying on some rooftop to take the road under fire while the main force hides far away from them in two houses to fire out of the windows.

When the enemy arrives, Miguel instructs Howard (per headset) what his group has to do. This takes him 19 AP (100-(2x2+77)=19).

Howard gets Miguels Bonus of 11 AP (6x2x91/100=10,9) which he gains himself and in addition he can pass the same bonus of 11 AP (instead of 4 points which he would generate himself) to Buns and Barry. But therefore he has to tell them the orders of Miguel first which costs him 30 AP (Buns: (100-(2x2+89)=7) [=15]; Barry: (100-(1x1+91)=7) [=15].
Sice Howard has leadership of 47, he can easily pass 2x11 AP to his group.

After that, Miguel instructs his own group per handsigns. That will probably cost him a lot of AP and maybe he has to run from one house to another to see all members of his group...


I think furthermore, that the squad-colour-thing is not absolute necessary at all. It would be enough to have the MC, SL and the Deputies set - no matter what team they are in.
The armband thingy would then simply mark you as a MC, SL or Deputy and would not have to be changed to often. But it is necessary to give these mercs the ability to command or receive commands from the higher officer. How this is exactly done should be decided by one who has knowledge of the possibilitys with the code.

Flug wrote: "I don't get the second part. Mercs don't give orders ingame. No merc commands other mercs. What kind of command are you talking about?
Perhaps you mean that the squadleader-boni, like +AP per turn, should only be received if the squadleader/commander activates that as a skill? If yes, wouldn't that be annoying? If I have to order my commander to use a skill every x turns, then this becomes annoying. It's not a situational skill - it's a no-brainer that I just have to activate even though I will always want it. It means pressing a key when it is absolutely clear that I will want to press that key, which makes the thing pointless."

Here i don

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Private 1st Class
Re: Feature Request: Dynamic Squad-Leading[message #333868] Mon, 23 June 2014 20:09 Go to previous message
Nasenbaer is currently offline Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
Since there is no reply on my suggestion, it is quite obvious, that it is not liked by anyone.
I suppose no one wants more micromanagement as we already have.

Nevertheless I think, that the Leader-System could need an improvement. So I worked out a new proposal that comes without the parts, that produce micromanagement and complexity.

What is left out now:
- the armband thing and with this the team-colour-thing because it is not really necessary.
- the mission-commander thing because it is not necessary at all.
- the dynamic command duration

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