A.S.S again, Assault, Support, Security#12539
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M10 AP + AP Ext -> Platoon1/2 prep vendors
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Conflicts have been resolved. A maintainer will review the pull request shortly. |
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almayer needs big updating which is a later me issue, whiskey outpost does too but idk whats supposed to be different because the mapdiff renderings on the original ass pr are gone |
Steel will be assisting/taking over any mapping related issues, as discussed. |
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About the pull request
may or may not work atm, original A.S.S pr hasn't been updated in months and i have no experience with taking other prs and opening them as my own
Changes up squads to have designated roles and purposes which also affect their role composition and size.
The three "types" of squads are as follows:
Assault (>=50% of squad marines):
Alpha and Delta, these will be the squads as you've known until today and will not be limited, for people looking to just play without extra responsibility. The only difference is that they will have two smartgunners now instead of one.
Support (<=30% of squad marines):
Charlie, Kilo and Oscar, these squads will serve as filling the niche for players looking for small, coordinated squad gameplay and serve as an unknown variable up to command's discretion. They have no smartgunner or team leader.
Security (<= 20 of squad marines):
Bravo, tasked with, you guessed it - FOB Security, This includes FOB, Comms and possibly other duties down the line with logistics changes. The specialist and smartgunner are removed from bravo.
Explain why it's good for the game
ASS system introduces an asymmetrical squad structure that allows players to head into rounds under the pretense that they will be able to engage in a specific type of CM experience, while leaning into squad archetypes and giving more flexibility to command roles.
The Assault squads represent the classic, large group CM gameplay experience, where individual player agency is at a maximum and cohesion is a function of herd behavior.
Support squads introduce a more refined, guided experience where 3 small squads function at the behest of command (similar to a PvE style experience, and officers are giving more tactile control over a subset of players on the ground.
Security is the traditional slower-paced backline and defense group, streamlined to only contain roles relevant, while issuing specialist and smartgunner roles to other squads.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>tags.Changelog
🆑 Thwomper, Git-Nivrak
refactor: All headsets are now self setting.
add: Kilo and Oscar squads.
balance: Increase SG slots on Alpha and Delta to 2, Reduced SG slots on rest of the squads to 0, Reduced specialist slots on Bravo to 0, Reduced FTL slots on Charlie, Oscar and Kilo to 0.
balance: Riflemen slots on Kilo, Oscar and Charlie will be limited to 10% of total squad marines each, 20% on Bravo
maptweak: Changed up squad preps into platoon preps, Platoon 1 is Alpha And Delta, Platoon 2 is Charlie, Oscar, Kilo and Bravo. Credit to thwomper.
/:cl: