Thread: Squads
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Old 29-03-2007, 03:04 AM   #4 (permalink)
zeekgenateer
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Default Re: Squads

Thanks Tulustan.

I also thought about the ranks of people. I think that squad leaders should be mostly Avengers, because they are up front fighting, but also not always in the thick of it. Phantoms would most likely be the commanders and higher up on the chain, because they are not constantly in combat and give strategic orders without worrying to much about getting jumped. I don't know about Enforcers though, they seem to me a little unorthodox to regular fighting because of their similarity to a light armored walking tank. As I said I see them working in pairs and probably one would be giving the squad leader or the commander data on their part of the front lines.

And talking about rank brings me to promotion. Promotion is usually hard in clans because, from what I have seen, the most effective are not promoted, but the ones in the clan longest get the promotion. I don't see this as a good thing. Yes newer people to the clan should not just instantly become an officer, but those in the clan that are good at leadership and squad tactics should be promoted not the the next person who's been in the clan the longest without a promotion.

The qualities in a squadleader should be quickthinking, decisive action and the respect of his squadmates. Also a squadleader should take orders with some question, but not too much. If they see something wrong with the command they should tell their commander, but they do not know the extent of the battle, and should be able to take commands without too much hesitation (I'm taking these qualites mostly from Ender's game and the squads formed in the little armies).

The commander must also think on his feet but in more depth and less quickly. They have an entire battle to command and cannot hold the hand of a slow squadleader; they must examine the battle to know where to apply force and when to back off as to not rack up too many casulties. As this is a MMOFPS, dead and dying men and body counts are not as important as in real wars, but if a couple squads take heavy damage in the same area, the commander risks a breakthrough in that area. Above all the commander must take steps to command the battle, he can not be the reactive force but make the enemy react to him, by flanking, air drops behind enemy lines, special force insertion and other tactics that will hinder the enemy to allow more time for more calculated moves on the commanders part.
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