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Gacyr ronin and squad thoughts

Gareth YR edited this page Apr 29, 2020 · 1 revision

Not finished or formalized but here it is:

Ronin

I think I've not directly mentioned it, but my thoughts on making ronin fun and having them match up with fluff (i.e. in an ideal world) is they basically have 2 sets of forces:

  1. Lobotomized mooks - sort of your current ronin but flimsier. Used for general defense and big numbers. Random equipment, dirt cheap, tissue paper tough.

  2. Commando style special forces - a handful of specialists who work well together in a squad and have custom squad handling for that. One could do hacking (once power systems, etc. are in), one could be a medic and maybe even emergency resuscitate dead people (whose heads aren't missing), one could be in some scrap power suit or something to up-front tank, etc. If this is combined with ai zones, these guys would be able to function without one, basically providing a different gameplay method of getting into bunker and killing brain that how everyone else does it. Obviously this would be a lot of work, but I think it'd be cool and make the ronin genuinely unique instead of just wonky coa/dummies

So, squads

  1. Current squads are basically follow the leader mode - move after dude, shoot when he shoots. There's no complexity or intelligence to them and they're basically a crutch for brainhunt ai being bad. I think this should change.

  2. Squads should be real organizational units - you make a squad and give it some goal(s). Its actors will work to accomplish that in ways that are suited to their roles. You can take control of someone in the squad and do things, or you can leave the ai to handle it and they should be good at it. Ignoring the more specialized commando style thing, if you have a squad of coa attacking a base and you have 1 guy with a scanner, 1 guy with demo charges and 1 guy with a riot shield, the scanner guy should know to scan for enemies, the demo charge guy should know to blow up doors, the shield guy should know to go in front to block shots, everyone should know to shoot at enemies and so on. Essentially people in squads have roles decided by their equipment (and in the case of ronin, specialization) that have meaning.

  3. If you're controlling someone in a squad (or in strategic mode) you should have the ability to make the squad focus on something obviously, cause having no control isn't fun, but that shouldn't be the only way they function.

  4. We could take this farther and have a specific squad leader role and have that be the only squad member the player can control, but I'm not really sure this is a good idea or what being the squad leader would actually entail.