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Squad leader and commander features

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steffenbk1

Member
As this game is going to have squad leaders and commanders, i suggest taking some inspiration from how project reality (if it's not already done). One thing i'd like to see is the ability for squad leaders and commanders to set down fortifications. I have seen some threads about this subject, but thought it didn't cover it well enough. Now if this isn't something you (devs) have thought to implement in the game, please here me out. Many of you have probably played project reality if not, you should really do it now that the 1.3 standalone have bin released for free. The thing i love to do as a commander or squad leader is to set down fortifications, and i think something like the PR system would be great in this game, like building:

-HMG emplacements
-AT emplacements
-Spawn points (fobs)
-Fortified positions
-Mortars
-AA positions
-Barbed wire
-Tank traps

Some of the emplacements would be limited like AA, AT etc for the whole team. But things like foxholes and trenches would be limited to individual squad leaders, say 5 (5 foxholes,5 trenches) of each for example.
Now for this game though it would be nice to see something similar but of cures with a changes. What i thought of and also seen in some threads are subjects of foxholes. This could be a nice feature for commander and squad leaders to have, now this would probably be the only feature that wouldn't need say a supply crate if you are familiar to PR. But everything else would occurs. In addition like trenches for example like in you saw in the new update(http://puu.sh/j4ODi/baaf8ae346.jpg) would need supply crate to build.

This could be very handy in a game like this, but we have to be realistic about things as well, and something like this would be very time consuming and might take focus from something els, so we have to be careful about our suggestions. Now this is just a meer suggestion, would love to see input and brainstorm this rather than seeing people saying "no" with out a rhyme or reason behind it (of course i'am not opposed to people disagreeing that would be just silly). We are here to further perhaps better gameplay and experience so get in your thinktank and let's brainstorm.
 
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Sydd

Member
Unrealistic.

But I like the idea so here's what I think. We all know that germans had less resources to spare for their war effort, I was wondering how it can be implemented without pissing off a massive number of players.. well squad leaders can do it.

Lets say squad leaders start with a certain amount of resources and a squad leader decides to use every single resource for building trenches or fortifying the place. Once they capture an objective the team has access to a bit more resources. so lets say an objective is an airfield, a team that captures it has resources to call in air support.

I just came up with it so my ideas are not polished but if I think about it a bit more I am sure I can come up with better ideas.
 

steffenbk1

Member
I like the idea behind it though.
What say for example that every squad leader start with something like 50 points, and all emplacements cost a certain amount of points to build.
 

FlyingR

Member
I mentioned in another post of mine... the squad leader would be able to make HQs... To build the HQs you would need some sort of resources like supply crates or whatever. The HQ could be integrated in a house/room (like Company of Heroes where you can transform any house the HQ), gliders that have landed already, and the last is to build tents in order to make an HQ (if you are for example in the forest, farm, desert, whatever).

The HQs would consist of:
- A map (on a table/wall/etc.), which will be more easy to see the battlefield maybe with better details as to where all the friendly soldiers/vehicles/assets are therefore plan better any attack/defense rather than having to check his own map every time.
- Radio, so communications would be easier among the squads/commander
- It would be a spawnable area for players to spawn in
- Ammo boxes, to supply soldiers with ammunition

SQL should be able to deploy the barbed wires, sandbags, fox holes and trenches... but no AA or AT... that's not realistic at all I believe.
I believe that the engineers, or a special engineer kit should be able to build the barbed wires and all other objects, and the soldiers use shovels to dig trenches and foxholes.

SQL could be able to request air/land/sea attacks only with the approval of the commander.
 

Aniallator

Member
I'm against these for two reasons...

1. They'll take a long, long time to implement well, and I'd rather that time be used to implement other things.
2. The maps have been recreated to how they looked in the war... anyway, there's enough barbed wire and trenches already!

I do, however, agree that we need HQs. I'd love for them to be implemented the way Flying suggested, and there ought to be a limit to how many we can construct... maybe three? Four?
 

Sydd

Member
I'm against these for two reasons...

1. They'll take a long, long time to implement well, and I'd rather that time be used to implement other things.
2. The maps have been recreated to how they looked in the war... anyway, there's enough barbed wire and trenches already!

I do, however, agree that we need HQs. I'd love for them to be implemented the way Flying suggested, and there ought to be a limit to how many we can construct... maybe three? Four?

True I thought about this cause if you read what Naga had to say about the pegasus bridge, there's no way a squad leader can implement everything they did like in PR. Imagine what you can turn pegasus bridge into if you had 2 mg placements on the bridge itself...

But as for the HQ, I have a rather sinister thought running in my mind, say the max number of hq's can be about 1 close to an objective with a total of 5 hq's for each team which can be placed as fall back positions. But say you fail to take the objectives, the hostile team can capture your hq to loot ammo (maybe, depending on shell types and stuff) and more importantly medical supplies and locations of other friendly HQ's in a small zone of idk.. 300 meters perhaps? What? This is how it was in real life wasn't it? Anyone remember the Brecourt Manor Assult conducted by Easy company? They ended up finding a map which had all the gun locations in normandy.

Meh but its just a thought..
 

Aniallator

Member
To "knock out" enemy HQs, how about you overrun them, meaning once your team has advanced past an HQ no one can spawn there? And in the HQ, there ought to be a random chance that a map showing AT guns, HQs, mines, or whatever will have generated when the HQ was made. You still ought to be able to use the radio in an overrun enemy HQ. It should be possible, as well, for overrun HQs to be recaptured, thus again allowing spawning.
 

Sydd

Member
To "knock out" enemy HQs, how about you overrun them, meaning once your team has advanced past an HQ no one can spawn there? And in the HQ, there ought to be a random chance that a map showing AT guns, HQs, mines, or whatever will have generated when the HQ was made. You still ought to be able to use the radio in an overrun enemy HQ. It should be possible, as well, for overrun HQs to be recaptured, thus again allowing spawning.

... Radios. What if there's a possibility of eavesdropping on enemy comms if they are close enough? (i.e. radio range) God! That would mean that if you're getting overrun you have to destroy your HQ in order to prevent enemy forces from tapping in on your comms. Heil Ani! You, my friend are a genius! Oh and I agree, it seems all more refined although I really despise RNG to come up with random chances of.. any of the above.
 

Aniallator

Member
Radios, like VOIP, need to be positional, meaning if you're near a radio (whether your team's or the enemy's) you can hear any broadcasts. So eavesdropping on an enemy HQ or radioman (another thing I'd like to see in TW) may grant you some valuable intel!
 
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