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crimsontide

proper movement formations/easier command controlls

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firstly, you need to fix the wedge formation. in a squad, it should be one 4 man fire team leading in a wedge, then a second fireteam in wedge following with the SL somewhere in between. the whole squad doest make one wedge like you have it now. in general, you guys need to work on the commands as a squad leader. they are much improved from arma 1, but they are still really cumbersome. just some sugesstions. I dunno if anyone agrees, but thats my $.02

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I think practice vary, and how the wedge looks will differ with where you look. I found this one:

http://www.globalsecurity.org/military/library/policy/army/fm/19-15/CH8.htm

Although I don't disagree with your wedge, as yes, it's used, it increases the already high chance for friendly kills. So for the game, I would go with the globalsecurity example. It has only one major difference to the current formation, but a very important one: Keep the squad leader not in the front.

But when in a fireteam, the current system is ok for me. Maybe an engine change is needed. Change some of the formations based on who leads the pack? Or maybe certain classes in a given formation should assume certain relative positions? Like the squad leader, medic and marksman (call it the HQ part if you like) holding a litte back from the others.

More on formations: http://www.globalsecurity.org/military/library/policy/army/accp/in0201/ch2c.htm

I guess, basically what I'm saying is: Keep the current wedge formation since it works well for fireteams and reduces friendly fire accidents for infantry rifle squad (USMC rifle squad is messy this way though, I highly agree your setup would look much better), but give us some easy ways to make certain units stay more back.

The question is important, but the current "one way fits all" thinking doesn't really cut it anymore.

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But when in a fireteam, the current system is ok for me. Maybe an engine change is needed. Change some of the formations based on who leads the pack? Or maybe certain classes in a given formation should assume certain relative positions? Like the squad leader, medic and marksman (call it the HQ part if you like) holding a litte back from the others.

But, um, you can do that, albeit only in increments of 50 meters. Just use the "advance" and "stay back" commands - they will still stay in formation, so you could have everyone but the squad leader, medic and marksman "advance", and they'd run 50 meters ahead of you.

What I'd -really- like would be a way to access these commands with the AI, so that you could for instance program the AI to order these different commands (advance, stay back, flank right/left) when appropriate. That would be...well...fricken AWESOME. But oh well...

Regards,

Wolfrug

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