B.O.O.M. R.O.E.: ENTER DISCIPLINE, chapter one
This is the first chapter of the outfit's rules of engagement.
Objective of this document is to clarify and extend our banner, in relation to the fact we are a no-requisites group of players who strive to have fun and play well.
B.O.O.M. is based upon the anticipated concept: we have no requisites and we are cool with solo and new players, and in relation to this we recognise the following three profiles, followed by their specific outfit roles.
Lone-wolves:
- a solo player has every right to play according to his own pace/ preferred playstile.
Love-wolfin' is an essential part of planetside for those players who aim at obtaining all BRs quickly to be able to dominate the battlefield at their fullest potential, and it is furthermore a required stage to understand combat mechanics, to be able to properly cooperate with others.
Whoever disregards this stage will usually have difficulty evaluating the most appropriate reaction to a given situation, and will usually underestimate the effect of time on the game, and on the fun factor.
The outfit shall not single out a player if he wishes to go exp whoring, and should instead support him if he would need a gunner or a specialist for a particular task.
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- Objective: to accumulate points and fully understand battlefield interactions, to properly judge the best way of action, even if at a personal level, to win a fight.
- Engagement: altough playing individually, a lone-wolf needs try and help the outfit to his maximum extent, so they are required to coordinate with other members to fight on the same battlefront. In particular, dedicated vehicular squads are required to platoon with existing squads.
- Duties: a lone-wolf may or may not join an existing squad for various reasons, amongst which 'leader cep whoring', or to fill a specialist's role in the squad's roster, but he is not obligated to, and should not be pushed to. There will be no signs of intolerance towards lone-wolves in said regards.
ENTER DISCIPLINE: Lone-wolves will however need develop a progressive outfit communication habit, to keep other members aware of their status. Of special importance the fact that they will try to fight on the same planet of other members, will pay attention to requests on /o chat and become accustomed to using /o to relay information and communicate battle status.
Legion:
- the natural evolution stage for a lone-wolf is to develop a keen attitude towards cooperation and squads, since planetside's scale will require support from others to enjoy the game fully.
For some people coming from other games, this will become the first-stage into planetside, and they will learn-on-the-go the battlefield's roughness, usually with horrible k/d ratios in the beginning.
The essentials of being part of the Legion, the outfit's soul, is the application of knowledge to help the outfit overcome obstacles and win its fights.
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- Objective: to strive for a common goal in a squad, be it gunning for a lone-wolf to take down enemy after enemy or capturing base after base for an officer. This needs be pursued with dedication and attention, for when playing with other people, one's actions have repercussions for the other squad members.
- Engagement: interacting with other people requires responsability and sacrifice. The Legionary will be able to choose its target of occasion but will try to not derail from the objective. To help maintain coherence within a squad, it helps to decide for a role, and play it throughout the session to allow other members to react accordingly.
It's not deemed inappropriate to replicate another squad member's role (i.e. vehicular squads, sniper squads, ninja squads, etc.)
- Duties: the Legion is required to have proper equipment for their tasks, so a vehicle gunner should always carry the repair gun with him, or a squad's Launcher (see, chapter two of this document) will need carry HA or AV whilst on-foot.
ENTER DISCIPLINE: the most important task for Legionaries is to stick to the squad, and keep distance from other members to a minimum (of course in relation of current status for vehicles, snipers and ninjas, for example)
At any given moment, the squad will fight united.
During vehicular approaches, everybody is required to drive/ gun, and during hand-weapon assaults, everybody is required to stick togheter and advance according to the sub-team leader.
A Legionary initiative should only be oriented towards squad unity, always, and it's a Legionary duty to reprimand his squad leader if he were not to promote squad unity.
And last but not least, any Legionary is required to leave non-outfit squads when an officer creates an outfit squad and promotes its participation.
Squad leaders:
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Planetside is a complex game, which will be truly appreciated at squad/ coordination level, since attaining BR25 is a feat that surely requires dedication and time, but everybody trying, will eventually achieve it, whilst many people need try really hard to understand the importance of support certifications, or the importance of the proper vehicle at the right moment, to keep a fight fun and balanced, and some people even never really realise those concepts.
It's because of this implicit difficulty in learning the effects and counter-effects of squad mobilisation and coordination that becoming a good squad leader is truly planetsides' highest achievement.
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Objective: to put all battlefield knowledge to use and give the squad a proper and fun fight chance. The most important task for an officer is to keep the squad united and try to play in the fairest ground possible (population parity or advantage, for example)
- Engagement: dictated by the game's mechanics. Generic squads will aim at base captures, but a seasoned officer will have the attributes to coordinate squads of specialists (ninjas, snipers, maxes). It's deemed highly counter-productive to lead a special squad in totally adverse conditions (be it for low skill of participants/ overwhelming odds), so specialised divisions will need be lead and chosen from with caution.
In normal conditions, there should be just two phases of combat, vehicular and on-foot, to which all squad should comply.
- Duties: a squad leader plays a role of devotion to help his squad dominate adversities. The most important duty for an officer is to keep any fight fun for the squad, so he needs be prepared to make the biggest sacrifices. Use of waypoints and battleplans must become a CUSTOM, and any leader will need dedicate the proper time to them, inbetween fights usually.
Platooning with other outfits is accepted, but should be disregarded in favor of existing B.O.O.M. squads.
ENTER DISCIPLINE: an officer is required to keep the squad united, and will deliver group transport/ amss to properly allow relocations and respawn. Keeping the squad united will need be enforced with all means, however always respecting other people. A non-complying squad member will not be kicked from the squad, but can be reprimanded.
It is HIGHLY recommended that any serious officer certificates ground support to deliver his AMS in ALL occasions in which there's an ongoing capture, after vehicular approaches, and in the same manner he is required to lead vehicular assaults, so Armored Assault 2/ BFR is another highly suggested cerfication.
This concludes the first chapter of the rules of engagement, You are encouraged to post your comments.
Your devoted outfit leader,
Roamcell.
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Fixed
Corrected one of the outfit's role names thanks to Johnkingson's suggestion.