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Communication (Leaders vs. Followers)


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#1 Ducks Guts

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Posted 25 June 2012 - 02:58 PM

Headsets beware! I'm sure in-game communication will be a major product of winning a match. This brings up a question in my head. In order to prevent "helmet fire" between team mates, will a leader be chosen, or better, SHOULD a leader be chosen for communication sake? We all know certain people play well together and/or know eachother in this respect, but newbies will come and go eventually. And yes, I know there's always "that one guy", but does the lower, more inexperienced guy listen to the higher ranks? What your experience and what do you think?

#2 Tymanthius

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Posted 25 June 2012 - 03:03 PM

Can't speak to others, but I can take orders. I don't want to be commander, but I can be too. So if my Lance has a designated commander, I'll do what he says (unless he's an ***** :P ). That's how you build teams tho. You do what the leader says in combat. After, you talk about what went right, and what went wrong. And you all learn. B)

#3 MrM1971

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Posted 25 June 2012 - 03:04 PM

good point communcation is essential to winning as is following orders ( even if you dont like them ) as commanders will have more intel from the scouts and know where they need there team to be ( sometimes you might just have to suck it up and go into an area you dont want to for the sake of the team )

Coordinated tactics will be key to victory ( players who just use every man for himself will be destroyed by teams who work together )

#4 InADaze

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Posted 25 June 2012 - 03:10 PM

I'm excited to be receiving and executing orders. That's why mechcommander was such a hoot! I sure hope intel and communication become just as important as big guns and mech battles.

#5 ManDaisy

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Posted 25 June 2012 - 03:11 PM

I imagine the typical conversation will be as follows.

Person A: Hes over there!
Person B: Where!?
Person A: There you ******* THERE!
Person B: WHERE?!
Person A: THERE!!!

Edited by ManDaisy, 25 June 2012 - 03:12 PM.


#6 Cmdr Rad

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Posted 25 June 2012 - 03:12 PM

Well, especially for 12v12 matches... if they -are- implementing voice communication natively in MWO, then it should have a tiered communication option. If you played Battlefield 2... it was tiered as such:

Squad Level - Squad Members could speak to eachother and their Squad Leaders
Command Level - Squad Leaders and Commanders could speak to eachother.

Very simple, yet efficient. I know for some of the more simulationist groups, they tiered out stuff even further in Teamspeak for large-scale battles... But I think only 2 tiers will be neccesary.

Edited by Cmdr Rad, 25 June 2012 - 03:13 PM.


#7 Ducks Guts

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Posted 25 June 2012 - 03:13 PM

Also assuming a ready-up lobby allows time to coordinate tactics. Maps too, will have obvious weak/strong points. Once the maps are learned by most, it should make things a bit easier to communicate. then it'll be, "Hey (call-sign here), which area are you taking? Everyone (depending on chosen mech) should know their role after a while of playing....hopefully.

#8 WardenWolf

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Posted 25 June 2012 - 03:13 PM

The devs have said there will not be in-game voice chat at launch, but they will consider it after. There *will* be role-based warfare, though, with those specing into the command tree for their pilots being the ones who should be leading. They will have access to perks like a different view, radar drones, and even artillery. You *should* listen to what they say if you want your team to succeed.

We do not yet know how those leaders will be chosen in-game, since it is still in beta, but I expect there will be something good in place given the amount of effort going into role warfare. I also expect in-game commands to be available - telling folks under your command to go to locations, attack targets, etc. There appears to be plans for carrying out such orders to result in XP, but I don't know if that has been implemented (again, not in the beta).

#9 Ducks Guts

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Posted 25 June 2012 - 03:15 PM

View PostCmdr Rad, on 25 June 2012 - 03:12 PM, said:

Well, especially for 12v12 matches... if they -are- implementing voice communication natively in MWO, then it should have a tiered communication option. If you played Battlefield 2... it was tiered as such:

Squad Level - Squad Members could speak to eachother and their Squad Leaders
Command Level - Squad Leaders and Commanders could speak to eachother.

Very simple, yet efficient. I know for some of the more simulationist groups, they tiered out stuff even further in Teamspeak for large-scale battles... But I think only 2 tiers will be neccesary.

This should definitely be integrated into the game, awesome.

#10 Ducks Guts

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Posted 25 June 2012 - 03:19 PM

View PostWardenWolf, on 25 June 2012 - 03:13 PM, said:

The devs have said there will not be in-game voice chat at launch, but they will consider it after. There *will* be role-based warfare, though, with those specing into the command tree for their pilots being the ones who should be leading. They will have access to perks like a different view, radar drones, and even artillery. You *should* listen to what they say if you want your team to succeed.

We do not yet know how those leaders will be chosen in-game, since it is still in beta, but I expect there will be something good in place given the amount of effort going into role warfare. I also expect in-game commands to be available - telling folks under your command to go to locations, attack targets, etc. There appears to be plans for carrying out such orders to result in XP, but I don't know if that has been implemented (again, not in the beta).

So this means you'll (commanders) will have limited orders to choose from? Somewhat like Rainbow Six ( regroup, assualt, hold)? And trying to type a text while playing may be...well...dumb. No?

Edited by Ducks Guts, 25 June 2012 - 03:21 PM.


#11 RG Notch

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Posted 25 June 2012 - 03:20 PM

I just want to go on record, that absent being in a group with my guild, there can be a "commander" or what not selected for a PUG game but I am not taking orders from some random pugger, don't care how much xp he's got in the command tree or what "rank" or anything he holds. I've seen the self appointed leaders in WoT and not having any of it. If some one suggests a reasonable and simple plan I'm not going to ignore it, but please none of this for PUGs. Organized groups can sort it out for themselves, asking for this in PUGSs is asking for trouble,

#12 WardenWolf

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Posted 25 June 2012 - 03:21 PM

View PostDucks Guts, on 25 June 2012 - 03:15 PM, said:

This should definitely be integrated into the game, awesome.

This will not be in-game, at least at launch. However, I am hoping for something similar but via keyboard commands.

12 mechs is a company, or three lances of 4 mechs each. Each lance should have an established commander, and then one of the lance commanders would also be the company commander.

I would love to see lance commanders able to issues orders to the other three members of their lance, and then the company commander also able to issues orders to the other two lances (either as a whole, or to their respective commanders). Simple objectives, ideally, which could result in XP if completed: destroy a given enemy, move to a position, capture or defend base, etc.

View PostDucks Guts, on 25 June 2012 - 03:19 PM, said:

So this means you'll (commanders) will have limited orders to choose from? Somewhat like Rainbow Six ( regroup, assualt, hold)?

Given that the devs have said there will not be voice chat in game at launch, and that there is a way to assign orders to result in XP, this is the only way I can think it could be done. Of course folks can also opt to use 3rd party voice chat, and I am running my own TS3 server for that purpose, but not everyone would have the ability to participate in voice chat even if it was in the game.

#13 Badfinger

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Posted 25 June 2012 - 03:22 PM

Follow Orders? Ya right! Just to be lead into a vortex of failed policies and defeat by nothing more than
a "TIN CAN COMMANDER" with no regard for anything but his own vanity and public recognition. Remind you
of anyone you know?

How Ever! If by The Fates, A true Prodigy is revealed! My imminent incarnation shall be realized,
bringing death and destruction to all that oppose my trustees will. "FOR A SMALL FEE OF COURSE"

ooops Sorry... That's the lone wolf in me, spilling out!

#14 Ducks Guts

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Posted 25 June 2012 - 03:23 PM

View PostManDaisy, on 25 June 2012 - 03:11 PM, said:

I imagine the typical conversation will be as follows.

Person A: Hes over there!
Person B: Where!?
Person A: There you ******* THERE!
Person B: WHERE?!
Person A: THERE!!!

This is what I'm afraid of...

#15 Hexenhammer

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Posted 25 June 2012 - 03:24 PM

Team Speak, Vent, etc will be very popular options and I suspect the game will have an in game hot keys for orders.

Help, retreat, attack my target, I'm dead. etc

#16 Ducks Guts

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Posted 25 June 2012 - 03:29 PM

Well then, even without in-game chat, i feel some of us may scream loud enough for the rest of them to hear anyways. >: o

#17 Tazzie

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Posted 25 June 2012 - 03:31 PM

View PostRG Notch, on 25 June 2012 - 03:20 PM, said:

I just want to go on record, that absent being in a group with my guild, there can be a "commander" or what not selected for a PUG game but I am not taking orders from some random pugger, don't care how much xp he's got in the command tree or what "rank" or anything he holds. I've seen the self appointed leaders in WoT and not having any of it. If some one suggests a reasonable and simple plan I'm not going to ignore it, but please none of this for PUGs. Organized groups can sort it out for themselves, asking for this in PUGSs is asking for trouble,


This exactly. Many who go the commander route will be arrogant, self important types with a superiority complex. Take 'orders' from these types?

No.

#18 WardenWolf

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Posted 25 June 2012 - 03:35 PM

View PostTazzie, on 25 June 2012 - 03:31 PM, said:

This exactly. Many who go the commander route will be arrogant, self important types with a superiority complex.

Hey now, I resemble that remark! B)

Just kidding, of course!

In all seriousness, though, some of the best WoT matches I have seen are when someone actually *does* pipe up with a plan, and folks follow it. Sure, that can lead to death too... but then so can everyone just going off on their own. Games like this are *much* better when folks work together.

#19 Candyman

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Posted 25 June 2012 - 03:42 PM

To be fair, back in my clan days we'd always used a single comms channel. in league matches we'd jus maintain good comms discipline, have no one come into the room as we played and kept communications to a minimum. I dare say most groups will stick with that. As for random people getting together for lances, well thats a bit trickier, but i can just as easily communicate via text as i can via comms. Also, i'm fairly certain if there's a command tree (first i've heard of it), there'll be things like nav point creation, button based 'simple' commands and the like. Ala MW3

#20 Ducks Guts

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Posted 25 June 2012 - 03:43 PM

Code of Conduct...I foresee some "kicking" happening, if hopefully for the right reasons. I'm a lonewolf at heart, but finding the right team mates is a plus...and hard to do.





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