Proposed NNG Command Structure

Discussion in 'PS2 Main' started by Deathrus, Oct 26, 2012.

Proposed NNG Command Structure

Discussion in 'PS2 Main' started by Deathrus, Oct 26, 2012.

  1. Cryms

    Cryms .

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    I would have to agree with Toecheez that the air cavalry and mechanized should be more one group. Even though that doesn't divide things up fairly evenly with four squads in a platoon.

    These are just my opinion and the numbers are pretty much what I think would be a well rounded platoon but should be flexable with the numbers based on the situation:

    I do not see there to be a need for a lot in the expeditionary squad (most cases that I can think of having five scouts/hackers specifically on the look out is a bit much). For the other people in the squad I was thinking could either be the MAX's or a small (two or three) group going and trying to cap areas around where the platoon is. The other option I can think of is to have the rest of the squad more of a hybrid in case there are a lot of tanks, air, or infantry that can switch easy.

    In the combined air and ground I would think having two or three sunders at all times would generally be good. Air wise would most likely be similar with two to four aircraft (none of these include passengers in the count). I am not sure Galaxy wise but generally there should be enough spawn points that it wouldn't be needed unless just starting or doing a hard push. Most likely one to three skyguard depending on if there is a lot of air. The rest should be mags or lightnings.

    The other two squads should mainly be infantry either in one of the mechanized squad vehicles or attacking on foot.
    • Defense wise I think both of the squads should have two or three medic's each. Also, each should have one or two engineers (depending on if there are shields). Both squads should have a total of three or four MAX's at all times. The same should be for snipers (three or four total). Part or all of one of the squads should focus on flanking the enemy or recapturing smaller bases (like teleporters).
    • Offense should have four to six medic's, should have at the very least two engineers (more if there are a lot of tanks. A few more snipers could be good but it could be best to have no more than six. The rest should prefer to be one of the infantries to push in.
     
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  2. Wudne

    Wudne .

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    I know this isn't relevant to the structure posted really, but we seriously need a lot of people with Hades so if our columns wither out we can fight back just as hard after they're gone. Concentrated missile fire from HA's is insanely deadly.
     
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  3. Kowlefe

    Kowlefe .

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    Jaam and I have spoken about a Spec Ops squad with hackers and snipers. They will roll in with cloaked flashes can cap points as needed, otherwise they will check up on points we already have and the leader will report back
     
  4. Deathrus

    Deathrus .

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    My thing is I am looking to work with other outfits in taking over Indar and Esamir for the purple.

    A structure like This would be used in our OPS nights.

    And actually refer to my other thread I am about to post about daily ops.
     
  5. Swindle

    Swindle .

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    Great job and I like your overall methodology, your way ahead of SOE. It would be nice if we could do this inside the game and add notes to players about maxed out kits and divisions etc., heck even a leveling system for the outfit.
     
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  6. Jaamaw

    Jaamaw .

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    Brilliant.
     
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  7. lvloss

    lvloss .

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    I like this as well. Good work deathrus! I think this will clear up the voice chatter on platoon channels as well as make us a much more effective team. Now when do we start fleshing this out?
     
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  8. Deathrus

    Deathrus .

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    I am thinking Jaamaw and the others will flesh out a system soon. These are just my ideas, Jaamaw makes the ultimiate decisions reagrding this.

    However I can tell you. He wants a command structure for ops and I think he likes the Daily Ops idea for recruitment/traning more ops leaders/ practice, etc.

    Hopefully, soon.
     
  9. Jaamaw

    Jaamaw .

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    more ideas make, better outfits.
     
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  10. ZeroXephon

    ZeroXephon .

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    I'm not sure something as defined as this will work. The game is too fluid to have specific rolls. For example; I almost always play combat medic, however I find myself in a magrider a lot. This would cause me to not fall in any specific area.

    However, this would work well if we take the time to make a coordinated attack. Like when we all fall back to a base to get armor and air.