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PostPosted: Thu Apr 11, 2013 11:15 am 
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Joined: Tue Apr 09, 2013 10:55 pm
Posts: 3
Reinforcement calls!!! but not just any reinforcement calls.

I think a great trade off could be choosing between mortar rounds, reinforcement (Paratroops maybe) and UAV.

My beliefs on req:
Reinforcement: <-This one I care about!!
-At least have squad capacity of 5, Rank 5
+Regular reinforcement e.g. MG, Rifle, Rifle, Sniper, Shotgun
+Stealth reinforcement e.g. all silenced weapons.
-This can give great diversity to game styles for those favoring the stealth route. Doesn't help when squad mates are going to be shooting loud.
-Time to spawn rather lengthy! 30 sec?
-Either Paratroop animation nothing special, simple as shadow of plane w/ sound effects followed by paras or simple spawn.

UAV:<- Meh, Not life or death.
-Cannot be a throw away device, Rank 6 or 7 to use.
-Map reveals dot for every enemy position in AO for 5-10 sec.
-Helps find weak spot for flank push.
-Assists for Mortar Spotting
-Not sure, should be used for map wide or area around map click

Squad Command Ideas:
-Adding a Open Fire/ Hold Fire command might be a lot of effort but you never know, Stealth ambush!!
+Thinking about Aggressive/Guard Mode, one open fire and engage at will, guard do not fire until fired upon hold ground.
-Waypoint system
+I feel when out in open with squad, mod button doesn't do anything if while holding down you can start way point path. (Flank attacks)


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PostPosted: Fri Apr 12, 2013 4:55 am 
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Joined: Wed Oct 31, 2012 4:38 am
Posts: 114
Thats cool, decent suggestions.


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PostPosted: Fri Apr 12, 2013 8:54 am 
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Joined: Thu Apr 04, 2013 7:01 am
Posts: 362
They definitely have more plans for a bigger selection of "calls". Soonish I believe. But yea, something to select a stealth team would be nice. Running with players helps, but AI usually give away your position. Although I do think it's set so they will hold fire until you fire if possible, when crouching.

And I think the AI favors staying alive over following commands right away. You can double click command to tell them "quickly", but they do seem to still fall back if under fire.
I also tell them to hold a lot and try to do a little flanking cover fire to break enemy suppression fire, then give command to rush.

Although it never fails to amaze me during long plays to see squad AI pull off some pretty aggressive moves in an effort to aid you. I see them rush positions I have suppressed all on their own. And clear some threatening roof tops pretty nicely.

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PostPosted: Fri Apr 12, 2013 9:36 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
We want to have at least 8 different radio calls for the final version. We have several in mind, some of them need quite some dev effort so let's see.
The call system along with the RP (ressource/reward point) system needs to be implemented first. Once this is done (shouldn't take too long) we might work on new radio calls. RP will be collected by successfully doing missions like destroying the comms truck and other future missions. Also you will be able to earn RP by collecting valuables that are dropped randomly by the AI, with different values.
With those RP you will be able to "buy" calls (they will have different values depending on the impact of a call).
In a "casual game" you might just gain RP over time or the RP might be the XP earned but as consumable XP to make it easier.


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PostPosted: Tue Apr 23, 2013 1:02 am 
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Joined: Tue Apr 23, 2013 12:57 am
Posts: 1
Location: 1801 fourth ave north birmingham al 35203
Quote:
Squad Command Ideas:
-Adding a Open Fire/ Hold Fire command might be a lot of effort but you never know, Stealth ambush!!
+Thinking about Aggressive/Guard Mode, one open fire and engage at will, guard do not fire until fired upon hold ground.
-Waypoint system
+I feel when out in open with squad, mod button doesn't do anything if while holding down you can start way point path. (Flank attacks)


I like this Squad Command idea,
Pretty nice for better development and addition :)

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