Topic: Poll: Squad assignments
I'm sure most of you are familiar with the current mechanic for doing assignments cooperatively in squads, which is far from being optimal or useful.
As it stands today, the members of the sqad and the assignment they are doing have a very loose connection. Everyone is doing their own assignment, it's not shared among members. One member's objectives are not completed if another member does them. The only actual mechanic is that you can share the money and relation reward among your squad members if you chose to do so when accepting the assignment.
We'd like to change that, but we have two conflicting ideas on how we should do it. So this is the point where we'd like to hear your opinion: which one would you prefer?
The common goal of both ideas is to make squad members be able to actually work together by counting everyone's actions towards the assignment's objectives. But - and this is why we need to be cautious here - in an open world this has many opportunities for exploiting the system.
Method #1: Squad leader's assignment - unlimited squads
The main idea in this one is that every member of the squad is doing the squad leader's assignment, working towards a common goal.
If you are already in a squad and the squad leader accepts an assignment, it will be shared to every other member, and they will see it as if it were their own (with some GUI markers/colors indicating that this is a squad assignment of course).
If you join a squad where the leader has already an assignment in progress, you will also receive it, with the actual progress, so you can jump right in to help.
With this method it is also possible to bring along players to a higher level assignment which they don't have access to.
However, the assignments of squad members other than the leader will have no connection to the squad - those objectives can only be completed by the member having that assignment, even if it's the very same assignment which the squad(leader) is doing.
For this method we do not have to change anything in the mechanic of forming sqads, which means less development time of course.
Method #2: Everyone's own assignment - limited special squads
The idea behind this method is similar to how a lot of other games do it: everyone in a squad can individually take assignments, and if it happens to be the same for everyone, its objectives will count for everyone in the squad, regardless of who triggered it.
This method is obviously less rigid, as it's much easier to do ad-hoc missioning groups.
However, this freedom also means that assignments can be completed exponentially easier and quicker the more members there are in the squad doing the same assignment. (eg. one player kills an NPC, and the rest of the 50 members standing around will have a completed objective as well.)
This is why we have to impose a fixed member limit of 5 players. The undesired effect of the "exploit" would be limited to an acceptable level.
We also need to create a separate squad type so that it doesn't interfere with normal squads. This limited-member "assignment squad" is the only type where assignment objective sharing would be possible.
Reward sharing in both methods would work the same way, by sharing money and relation reward equally to all actual squad members at the moment of assignment completion/delivery.
You can of course share your own idea too, if you think you have a better solution.