1 (edited by Gremrod 2011-03-20 20:52:38)

Topic: Extend squad features.

Would be nice to also see the ability to set up sub squads within a squad i.e. a ewar squad and each squad can also run nexus that only affect them and not all in the main squad etc.

These would of course share the same squad channel, but just gives more control and direction for specific roles within the squad.

--Main Squad
---EWAR (nexus ran here only affects people in this sub squad)
---- Remote Rep Squad (nexus ran here only affects people in this sub squad)
----- Heavy Mech Squad (nexus ran here only affects people in this sub squad)

also the ability to move people around to existing sub squads. Squad leader would be able to create the sub squads and move people or allow people to move themselves into correct squad they should be in.

John 3:16 - Timothy 2:23

Re: Extend squad features.

Currently the game doesn't give any tools for correctly managing a large scale engagements.

It seems now, you have your General (FC) and a 'squad' of 20-40 more grunts. This just naturally makes 'blobs'.

This suggestion would be a great start in giving FC's the ability to divide groups up, and ideally give sub-squad leaders strategic orders as opposed to tactical orders. And to set up specialized squads as Grem has shown, but also general purpose squads that can be managed and reviewed seperataly.

Why grouping and seeing sub groups is important is that with large engagements, its difficult for the individual to know where they are supposed to be. If your in sub group 1, and you hear an order for 1 to attack left, then you know its for you (technically the order should be from the sqaud leader, not the FC). From the FC perspective, if 5 players in sub group 1 are 1400M from you, but maybe 1 player is only 10M, then you can send a corrective message to the squad leader .

Any tools that help organize combat will help reduce blobbing.