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Tiered Arsenals
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MajJames created this task.Mar 8 2020, 9:07 PM
MajJames moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Mar 22 2020, 2:23 PM
CplPidu added a subscriber: CplPidu.EditedJun 8 2020, 1:40 PM

PIDUs notes on the topic for reference in UNISTAFF meeting

There are two different use cases, which need to be seperated cognitively:

  • Offical Ops/Soon to depreciate Casual Ops
  • Public Server

What is the purpose of tiered Arsenals for Offical Ops?

  1. Give access to certain equipment to responsible people, so they can distribute it. I.E. cTabs, Laser Designator, Range Finders, etc...

Why? Some roles require these equipment to do their job, they should get it. While any role can profit from a Range Finder or cTab, these should be restricted for two reasons: firstly, to make fireteam members rely on each other and their leader and force them to communicate and work as a team. Secondly, because of realism. A fireteam will not get 6 cTabs, 6 Laser Designators, etc. This ties in nicely with UNITAF motion of realistic "economy" aspects.

  1. Reward players for long term commitment (Enlisted roles) and above average commitment (NCOs+).

Why? In order to function as a unit we need these types of members and they should be rewarded.
I see a potential problem with this, as a good balance must be found on what is restricted and what can get accessed.
I would argue for a principle that your role/function in a mission determines what you get to fullfill your job and not your rank.
Regardless of rank a AR should get the best MG available in a given campaign, given economic constraints.
There is a counter argument to this, which is employed by many game devs who lock better guns behind xp levels. As this rewards frequent playing and keeps people hooked, by dangling a reward infront of them. Cf Instant gradification. IMHO this feels a bit to "arcadey" for me and does not fit to how I perceive the UNITAF vision.
What could actually be tiered?
Cosmetic "upgrades", i.e. more helemet, vest, glasses, backpack, etc. options.
Pros: Distinguishes players who commit to UNITAF and might motivate people to rank up.
Cons: Members might just not care about how they look. Cf 1st person and shallowness. It might make identification of friendlies harder, especially for new players.
Opportunities: This might be a good way to "beta" test new equipment we are thinking of maybe implementing for the wider player base.
Threats: Different equipment has different stats which affect gameplay: Some helmets and vests have better balistic and explosive protection. Vests and Backpacks might have more space. This is potentially quite hard to balance. DANGER! It might counteract what we want to achieve with the tiering system. Conclusion:
I would argue that tiered arsenals for case 2 should be according to training tier instead of rank. Especially, as rank for NCOs+ only represent their administrative duties and has "in theory" no impact on operations.

Other ways to reward our committed members? (Brainstorm)
Be more lenient on strikes.
Give them the possibility to slot earlier than normal.
Underline the fact that they have some authority to make sure new members follow our policies.
Include most senior enlisted ranks in some meetings (They have termendous experiense in their roles...)
Have a "wall" on the website which values their commitment, à la: Mattjamco: Thank you very much on behalve of all UNITAF members for your campaigns. They Rock. Squido: Thank you for your dedication to UNITAF and your excellent performance as a medic. P.S.: Your excellent map drawings give a little personality to our missions... ETC...
Give senior enlisted personel the possibility to create and lead FTXs in their best roles. (Specialist training).
Make promotions after the rank of PVT more "ceremonial", so they feel more special to UNITAF as a whole and especially for the promotee.

TL:DR:
IMHO for Official Ops: Tiering the Arsenal for case 1 (mission critical equipment) via rank is a good option. Locking any better performing equipment behind rank: Bad idea. If tiering is necessary, training tier might be a better option. In any case it introduces a possibility to "beta test" new equipment in a more controlled population, before deciding to deploy that equipment to the wider playerbase.

Remove some stuff for Recruits, less options and variants
Private - as it is now
Private First Class - More stuff

MajJames moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jul 18 2020, 3:30 PM