abathur
08-13-2005, 12:31 PM
This is just a straight repost of some old content of mine on the subject of differentiating command to address CR5 glut. I still think the core information is relevant and could in some sense be useful in implementing a new system. That is to say, we should come up with a more effective way of doing things, but then still IMO go back and differentiate between types of leadership. The extent of the implementation would be determined by exactly where the game goes in the fps/RTS/RPG spectrum (the "hero" like qualities of high lvl commanders would be silly in a hardcore fps but more reasonable the more we drift towards RTS/RPG. Anyways:
CR5 conundrum: Addition and Division of abilities and responsibilities.
Ok, I think it's fairly well agreed that there are problems with the command structure and the number of commanders, so I won't tire your eyes with any discussion of that.
Instead of making CEP decay, arbitrarily allowing only certain leaders at a time, or enforcing an equally flawed voting system, how about we use our knowledge of human nature for good. I propose there be 20 battle ranks, and 5 'specialization' ranks, replacing the current CR system. Specialization ranks would provide increasing abilities in multiple areas allowing a person to further their character in the manner they seek. This allows people to max out their character in ways that benefit them, and provides incentive for diversifying the leading ranks of Planetside. Within this system, some of the traditional CR abilities would be replaced by others, and given to different specializations. Following is a possible specialization list, but I wont claim to have tought of everything, suggestions are welcome, I'll name these as general branches more than going into the details of all 5 ranks of advancement.
Additionally, advancement in each field is achieved through different methods, and any mix of 5 ranks spread about the choices is allowed. The ability to 'reduce' your rank in any field is also allowed.
Intelligence:
Those who choose to advance themselves in the intelligence field will gain access to the "Intelligence" channel. As a person gains rank he/she will gain more ability to gather, and pass along pertinent information. This form of advancement would not retain the ability to OS or EMP. However, this person would gain much more potent abilities for revealing enemy positions. By IR5 I envision this position being able to 'reveal enemies' on a continental scale, 'reveal vehicles' on a scale between 1/2 and a whole continent, and reveal AMS locations(but not their status) in a radius on par with current CR5 reveal enemies. Intelligence enabled individuals would also receive headsup notification of gen destructions, tubes down, and bases hacked, based on their range from said base (an IR3 might still see a notification for a cross-continent base, but he might not see it for a few minutes.) IR enabled will have access to a hybrid CUD which allows them their revealing skills, access to 12x zoom, and the ability to 'laze' a target for all IR's and CR's that the IR could normally communicate with over the intelligence channel to see. This lasts a moment or two, and must be updated if it expires before action is taken.
Spec Ops:
Training to SR5 would provide a character with the ability to EMP, OS, and 'reveal deployables' in a radius similar to current CR5 reveal enemies. Gaining SR ranks would also allow access to a SpecOps channel. The rate, or strength of these abilities might be increased as fewer would be active in the field. SpecOps proficient would also be notified via headsup display of friendly gens and tubes destroyed, or bases hacked, based on rank and proximity(this times to notification would be greater for spec ops personnel than for an IR of the same rank, however). SpecOps enabled may also communicate via a /sops channel that any SL may join. Spec Ops enabled will retain the traditional CUD.
Central Command:
Gaining CCR5 would ultimately provide a commander with the utmost in communication abilities. CCR5s would be able to access the global, continent, specops, intelligence, support, SL, armor, grunt, and 'outfits' channels (the outfits channel would allow the top 3 ranks of any outfit to communicate directly. CCR5s would be able to see all friendly AMS locations on the map, as well as either individual soldier indicators, or hotspot-like indicators merely of the amount of friendly presence in an area. These would not require revealing, however, they would be toggleable. AMS location indicators would indicate the deployed/undeployed status, double clicking them would provide the owners name (or unowned if it had none, this allows CR5s to request spawn points be taken down to help move armies). ANTs would also be visible on the map, as would their full/empty status (via click). Central commanders would no longer have a CUD. CCRs would be able to nominate 'lazed' targets for empire-wide visibility. The target would remain until it no longer had the number/majority of votes it required to become active, votes can be terminated by declaring the mission yes, or no for whether it was successfully completed.
Peripheral (battlefield) Command:
Those who reach PCR5 would have access to a Battlefield channel, as well as a one-way channel to all SLs. They would be able to see the location of all SLs/PLs on their map. Clicking on these persons would display the number of squadmates at their disposal. PCRs would have access to the primary command channel, as well as the battlefield channel. PCRs would be able to nominate locations voted to have empire-wide markers for an EXP incentive. If the goal is completed and the CCR5's nominate the goal as complete, all who were within a relatively small 'SOI' around the nominated target before it was completed would recieve a time-slice bonus. The longer the objective takes to complete, the less valuable each slice becomes. PCRs would also retain *limited* use of reveal enemies/friendlies functionality via a traditional CUD.
Support:
Gaining support rank would decrease the cost of support certifications (quite a bit by SR5). A SR5 enabled soldier would have access to the support channel, gain access to the transport channel(a channel available to all who posess transport certifications,) All persons on the transport channel would be able to see map indicators for transport requests. Support enabled commanders would also be able to /comcert to communicate with those holding the various support certs. The confidence gained by the presence of those sufficient in SR knowledge initiates a natural healing process that slowly effects health at a rate like that of adv regen (or 1/2 adv regen). Healing/repairing devices would also gain a bonus to points healed within this radius. The SR himself would gain the bonus to healing/repairing apparatus, but not the bonus of health regeneration. Higher level SRs might also gain multiple functionality tools if they pick up certification combinations, to further encourage the taking of extra support certs.
Armor:
Armor enabled commanders would be able to speak to all persons holding a vehicle certification via a /comcert system. All persons piloting vehicles would also see on-map indicators for persons who had set a /gunner flag within an SOI range, however, persons with AR5 would be able to see this information continent wide (and dispatch vehicles to high concentrations of /gunner flagged persons. AR5 enabled would also be able to 'vote' to designate a base as an additional spawn point for anyone who died while in a vehicle (would require a majority of those on a given continent) With their prowess in vehicular combat, proximity to high AR characters provides a % armor bonus to vehicles within the AR's radius. ARs would have no tools.
Grunt:
Those with GR5 would have increased battle senses. With that keen-ness for battle they would be able to see enemy density indicators on the map. Cloaked players would not add to the density warning, and a certain amount of enemies would need to be within a relatively small space of each other to trigger a warning. GR5s would have the ability to perpetually 'broadcast' field information to grunts within a set range. His/her battle sense would allow them to detect waiting ambushes and hardpoints, and transfer this information to others in the area. GR enabled persons would also be a morale force on the battlefield, to represent this, soldiers with in a more literal 'sphere of influence' of a high GR commander would gain a boost to their fighting ability (probably via a non-visisble property change that provides 50 extra armor, and an increase of 2 to the absorption rate.) This bonus wouldn't stack if multiples were in range. GRs would also have access to the battlefield channel. Grunts would gain no extra tools.
All references to /comcert or similar communication would apply ONLY to the continent that person was on. True CCR5's would be the only ones retaining the ability to speak to an entire continent, or all of auraxis at once. The system would *ALLOW* for deeper use via target designations and bonuses. These features would have to, combined, check through quite a few people, reducing the ease of abuse. Again, the features are slightly complex, but not essential to operation. For instance, to create a bonus for blowing a gen: an IR5 would have to laze the gen, probably at least 2 or more CCR5s (or just one, if only one is available) would have to nominate the target as a 'viable' target, then, probably at least 2 or more PCR5s would have to nominate the target for an EXP bonus (unless again, only one were present.) All in all, on a standard continent with empire support, a bonus would find itself being passed through probably at least 5 hands. Other bonuses given to the various Rs provide tangible benefits to the person and the empire. These bonuses, however, would not be as effective right after a death (starting and 50% efficiency and charging up to full over possibly 1-5 minutes.)
As for attaining the multiple ranks, the first rank for all would be accomplished merely by squad leading. The first rank, no matter which path is chosen, would still include the ability to lay waypoints. After this point, unique methods could be used for gaining each:
-IRs could gain any bonus offered on targets they selected, generally, CCRs and PCRs would want to assit IRs in their advancement, as the knowledge they are able to gain gives the PCRs and CCRs great power through knowledge.
-SORs would gain exp through leading squads that complete missions elected for a bonus. SORs could also gain EXP at a reduced rate for standard squad leading. High SOR rank could be reached just by squad leading, however, it would be a rather long and tedious journey without accomplishing 'spec ops' missions along the way.
-CCRs would gain the first two ranks through squad leading, the 3rd and fourth ranks only through platoon leading, and the 5th, only through continental capture bonuses (these should exist) And dominance retention bonuses (possibly even EXP requirements from each, to ensure the commander has experienced leading assaults and defenses, the ratio portion of the calculations ensures that those who are consistently able to deal with larger forces offensively and defensively rise quickly to the top, while those who don't get to spend more time performing these activities, and hopefully improving in their understanding and execution of them). These bonuses would be based on the ratio of attackers to defenders, how much of that time the commander was there, and how many people were in his platoon. Domination retention bonuses would be defined as a bonus for holding domination of a continent while *outnumbered* These could possibly run in hourly increments? (I highly doubt you're going to see *too* many situations where a larger force is assaulting a smaller one and the smaller force will intentionally not kick out the larger force to keep getting a bonus, and regardless, they *ARE* stopping a force from gaining continental dominion.)
-PCRs would gain exp through squad and platoon leading.
-SRs would gain exp through leading squads-platoons based on the amount of support based activities those squads complete. Improved tracking to prevent abuse on these issues for the merit award system should be sufficient for saving this from abuse, plus, even if someone DOES abuse their way up to a high SR, they're still going to end up benefiting their empire by default (influence bonuses) and be enticed into picking up more support certs to better serve the empire.
-ARs would get a small amount of exp from standard squad leading, but would see greatly increased exp for captures the more time each of their members spend in a vehicle that is actively participating in the battle (gaining kills, or performing a function, be that transporting, an AMS deployed, etc.) ARs would *NOT* gain extra exp on hacks if all of their squad members remain in inactive vehicles that are not producing any exp. The amounts of exp generated by the vehicles would be largely unrelated (though slightly), the main emphasis would be that they not try to up their exp by sitting in vehicles instead of assisting the hack indoors once that time has come. A negative modifier for this behavior could also encourage 'cavalry' to patrol the area around the base, or possibly advance lines towards additional targets.
Note: to an extent, all of the GR, AR, SR, and SOR EXP awards would also be related to how well the SL himself had performed these activities. Being in a squad that performed them well would be worth something, but self-proficiency and knowledge in them would further up his EXP gain.
Any actions that fulfil multiple requirements would generate exp for multiple fields, so obviously you could gain ranks you did not wish to have. This is partially why the ability to lose a rank would exist.
In summary: The system would divide the functionality, make people choose what they want to do, and then enable them to do that better than they could before (to compensate for lost abilities.) The gained 'influence' benefits to some of the positions encourages grouping units that perform these tasks with a leader of that nature. Not only would this leader give a raw bonus to them, but they would gain the benefits of being naturally more potent in a group, and having a person who is in direct contact with those leading the continent. The system also makes a certain accomplishment 'easier' if its something you are obviously better at, this, hopefully, encourages people to gravitate to where they will be the most effective. Not only will they leave one job they would have done poorly to someone who can better handle it, but they'll also enhance the position where they are able and happy. The division of forces also allows some persons to focus on particular tasks, rather than having a single CR5 relating AMS info, tracking down ANT runs, arranging transportation, calling targets, passing along tactical info, arranging specops missions for genblowing, etc. Instead, he can merely pass the general task down the specific channel and let those who *know* how to do that, get it done. HOOAH! (fin.)
Thanks to anyone who stuck with me through all of that.
CR5 conundrum: Addition and Division of abilities and responsibilities.
Ok, I think it's fairly well agreed that there are problems with the command structure and the number of commanders, so I won't tire your eyes with any discussion of that.
Instead of making CEP decay, arbitrarily allowing only certain leaders at a time, or enforcing an equally flawed voting system, how about we use our knowledge of human nature for good. I propose there be 20 battle ranks, and 5 'specialization' ranks, replacing the current CR system. Specialization ranks would provide increasing abilities in multiple areas allowing a person to further their character in the manner they seek. This allows people to max out their character in ways that benefit them, and provides incentive for diversifying the leading ranks of Planetside. Within this system, some of the traditional CR abilities would be replaced by others, and given to different specializations. Following is a possible specialization list, but I wont claim to have tought of everything, suggestions are welcome, I'll name these as general branches more than going into the details of all 5 ranks of advancement.
Additionally, advancement in each field is achieved through different methods, and any mix of 5 ranks spread about the choices is allowed. The ability to 'reduce' your rank in any field is also allowed.
Intelligence:
Those who choose to advance themselves in the intelligence field will gain access to the "Intelligence" channel. As a person gains rank he/she will gain more ability to gather, and pass along pertinent information. This form of advancement would not retain the ability to OS or EMP. However, this person would gain much more potent abilities for revealing enemy positions. By IR5 I envision this position being able to 'reveal enemies' on a continental scale, 'reveal vehicles' on a scale between 1/2 and a whole continent, and reveal AMS locations(but not their status) in a radius on par with current CR5 reveal enemies. Intelligence enabled individuals would also receive headsup notification of gen destructions, tubes down, and bases hacked, based on their range from said base (an IR3 might still see a notification for a cross-continent base, but he might not see it for a few minutes.) IR enabled will have access to a hybrid CUD which allows them their revealing skills, access to 12x zoom, and the ability to 'laze' a target for all IR's and CR's that the IR could normally communicate with over the intelligence channel to see. This lasts a moment or two, and must be updated if it expires before action is taken.
Spec Ops:
Training to SR5 would provide a character with the ability to EMP, OS, and 'reveal deployables' in a radius similar to current CR5 reveal enemies. Gaining SR ranks would also allow access to a SpecOps channel. The rate, or strength of these abilities might be increased as fewer would be active in the field. SpecOps proficient would also be notified via headsup display of friendly gens and tubes destroyed, or bases hacked, based on rank and proximity(this times to notification would be greater for spec ops personnel than for an IR of the same rank, however). SpecOps enabled may also communicate via a /sops channel that any SL may join. Spec Ops enabled will retain the traditional CUD.
Central Command:
Gaining CCR5 would ultimately provide a commander with the utmost in communication abilities. CCR5s would be able to access the global, continent, specops, intelligence, support, SL, armor, grunt, and 'outfits' channels (the outfits channel would allow the top 3 ranks of any outfit to communicate directly. CCR5s would be able to see all friendly AMS locations on the map, as well as either individual soldier indicators, or hotspot-like indicators merely of the amount of friendly presence in an area. These would not require revealing, however, they would be toggleable. AMS location indicators would indicate the deployed/undeployed status, double clicking them would provide the owners name (or unowned if it had none, this allows CR5s to request spawn points be taken down to help move armies). ANTs would also be visible on the map, as would their full/empty status (via click). Central commanders would no longer have a CUD. CCRs would be able to nominate 'lazed' targets for empire-wide visibility. The target would remain until it no longer had the number/majority of votes it required to become active, votes can be terminated by declaring the mission yes, or no for whether it was successfully completed.
Peripheral (battlefield) Command:
Those who reach PCR5 would have access to a Battlefield channel, as well as a one-way channel to all SLs. They would be able to see the location of all SLs/PLs on their map. Clicking on these persons would display the number of squadmates at their disposal. PCRs would have access to the primary command channel, as well as the battlefield channel. PCRs would be able to nominate locations voted to have empire-wide markers for an EXP incentive. If the goal is completed and the CCR5's nominate the goal as complete, all who were within a relatively small 'SOI' around the nominated target before it was completed would recieve a time-slice bonus. The longer the objective takes to complete, the less valuable each slice becomes. PCRs would also retain *limited* use of reveal enemies/friendlies functionality via a traditional CUD.
Support:
Gaining support rank would decrease the cost of support certifications (quite a bit by SR5). A SR5 enabled soldier would have access to the support channel, gain access to the transport channel(a channel available to all who posess transport certifications,) All persons on the transport channel would be able to see map indicators for transport requests. Support enabled commanders would also be able to /comcert to communicate with those holding the various support certs. The confidence gained by the presence of those sufficient in SR knowledge initiates a natural healing process that slowly effects health at a rate like that of adv regen (or 1/2 adv regen). Healing/repairing devices would also gain a bonus to points healed within this radius. The SR himself would gain the bonus to healing/repairing apparatus, but not the bonus of health regeneration. Higher level SRs might also gain multiple functionality tools if they pick up certification combinations, to further encourage the taking of extra support certs.
Armor:
Armor enabled commanders would be able to speak to all persons holding a vehicle certification via a /comcert system. All persons piloting vehicles would also see on-map indicators for persons who had set a /gunner flag within an SOI range, however, persons with AR5 would be able to see this information continent wide (and dispatch vehicles to high concentrations of /gunner flagged persons. AR5 enabled would also be able to 'vote' to designate a base as an additional spawn point for anyone who died while in a vehicle (would require a majority of those on a given continent) With their prowess in vehicular combat, proximity to high AR characters provides a % armor bonus to vehicles within the AR's radius. ARs would have no tools.
Grunt:
Those with GR5 would have increased battle senses. With that keen-ness for battle they would be able to see enemy density indicators on the map. Cloaked players would not add to the density warning, and a certain amount of enemies would need to be within a relatively small space of each other to trigger a warning. GR5s would have the ability to perpetually 'broadcast' field information to grunts within a set range. His/her battle sense would allow them to detect waiting ambushes and hardpoints, and transfer this information to others in the area. GR enabled persons would also be a morale force on the battlefield, to represent this, soldiers with in a more literal 'sphere of influence' of a high GR commander would gain a boost to their fighting ability (probably via a non-visisble property change that provides 50 extra armor, and an increase of 2 to the absorption rate.) This bonus wouldn't stack if multiples were in range. GRs would also have access to the battlefield channel. Grunts would gain no extra tools.
All references to /comcert or similar communication would apply ONLY to the continent that person was on. True CCR5's would be the only ones retaining the ability to speak to an entire continent, or all of auraxis at once. The system would *ALLOW* for deeper use via target designations and bonuses. These features would have to, combined, check through quite a few people, reducing the ease of abuse. Again, the features are slightly complex, but not essential to operation. For instance, to create a bonus for blowing a gen: an IR5 would have to laze the gen, probably at least 2 or more CCR5s (or just one, if only one is available) would have to nominate the target as a 'viable' target, then, probably at least 2 or more PCR5s would have to nominate the target for an EXP bonus (unless again, only one were present.) All in all, on a standard continent with empire support, a bonus would find itself being passed through probably at least 5 hands. Other bonuses given to the various Rs provide tangible benefits to the person and the empire. These bonuses, however, would not be as effective right after a death (starting and 50% efficiency and charging up to full over possibly 1-5 minutes.)
As for attaining the multiple ranks, the first rank for all would be accomplished merely by squad leading. The first rank, no matter which path is chosen, would still include the ability to lay waypoints. After this point, unique methods could be used for gaining each:
-IRs could gain any bonus offered on targets they selected, generally, CCRs and PCRs would want to assit IRs in their advancement, as the knowledge they are able to gain gives the PCRs and CCRs great power through knowledge.
-SORs would gain exp through leading squads that complete missions elected for a bonus. SORs could also gain EXP at a reduced rate for standard squad leading. High SOR rank could be reached just by squad leading, however, it would be a rather long and tedious journey without accomplishing 'spec ops' missions along the way.
-CCRs would gain the first two ranks through squad leading, the 3rd and fourth ranks only through platoon leading, and the 5th, only through continental capture bonuses (these should exist) And dominance retention bonuses (possibly even EXP requirements from each, to ensure the commander has experienced leading assaults and defenses, the ratio portion of the calculations ensures that those who are consistently able to deal with larger forces offensively and defensively rise quickly to the top, while those who don't get to spend more time performing these activities, and hopefully improving in their understanding and execution of them). These bonuses would be based on the ratio of attackers to defenders, how much of that time the commander was there, and how many people were in his platoon. Domination retention bonuses would be defined as a bonus for holding domination of a continent while *outnumbered* These could possibly run in hourly increments? (I highly doubt you're going to see *too* many situations where a larger force is assaulting a smaller one and the smaller force will intentionally not kick out the larger force to keep getting a bonus, and regardless, they *ARE* stopping a force from gaining continental dominion.)
-PCRs would gain exp through squad and platoon leading.
-SRs would gain exp through leading squads-platoons based on the amount of support based activities those squads complete. Improved tracking to prevent abuse on these issues for the merit award system should be sufficient for saving this from abuse, plus, even if someone DOES abuse their way up to a high SR, they're still going to end up benefiting their empire by default (influence bonuses) and be enticed into picking up more support certs to better serve the empire.
-ARs would get a small amount of exp from standard squad leading, but would see greatly increased exp for captures the more time each of their members spend in a vehicle that is actively participating in the battle (gaining kills, or performing a function, be that transporting, an AMS deployed, etc.) ARs would *NOT* gain extra exp on hacks if all of their squad members remain in inactive vehicles that are not producing any exp. The amounts of exp generated by the vehicles would be largely unrelated (though slightly), the main emphasis would be that they not try to up their exp by sitting in vehicles instead of assisting the hack indoors once that time has come. A negative modifier for this behavior could also encourage 'cavalry' to patrol the area around the base, or possibly advance lines towards additional targets.
Note: to an extent, all of the GR, AR, SR, and SOR EXP awards would also be related to how well the SL himself had performed these activities. Being in a squad that performed them well would be worth something, but self-proficiency and knowledge in them would further up his EXP gain.
Any actions that fulfil multiple requirements would generate exp for multiple fields, so obviously you could gain ranks you did not wish to have. This is partially why the ability to lose a rank would exist.
In summary: The system would divide the functionality, make people choose what they want to do, and then enable them to do that better than they could before (to compensate for lost abilities.) The gained 'influence' benefits to some of the positions encourages grouping units that perform these tasks with a leader of that nature. Not only would this leader give a raw bonus to them, but they would gain the benefits of being naturally more potent in a group, and having a person who is in direct contact with those leading the continent. The system also makes a certain accomplishment 'easier' if its something you are obviously better at, this, hopefully, encourages people to gravitate to where they will be the most effective. Not only will they leave one job they would have done poorly to someone who can better handle it, but they'll also enhance the position where they are able and happy. The division of forces also allows some persons to focus on particular tasks, rather than having a single CR5 relating AMS info, tracking down ANT runs, arranging transportation, calling targets, passing along tactical info, arranging specops missions for genblowing, etc. Instead, he can merely pass the general task down the specific channel and let those who *know* how to do that, get it done. HOOAH! (fin.)
Thanks to anyone who stuck with me through all of that.